DICK    &    FIT^*      *LD,    PUBLISHERS 


CLARENCE  C  HILLS 


Sent  Free  of  Postage  on  Receipt  of  Price. 

Dick's  One  Hundred  Amusements  for  Evening 

Parties,  Picnics  and  Social  Gatherings.    This  book  is  fall 
of  Original  Novelties.    It  contains : 


yew  and  Attractive  Games,  clearly  illus* 
tratcd  by  means  of  Witty  Examples, 
showing  how  each  may  be  most  success- 
fully played. 

Surprising  Tricks,  easy  of  performance. 

Musical  and  other  innocenttells. 


A  variety  of  new  ami  ingenious  putztet. 

Comical  Illusions  x  fully  described.  These 
surprising  and  grotesque-  illusions  are 
very  startling  in  their  ejects,  and 
present  little  or  no  dijievlty  in  ihew 
preparation. 


Also  an  Entirely  New  Version  of  the  Celebrated 
"Mrs,  Jarley's  Wax  Works," 


THE  FLEX1BLB    GIANT.     A  GOMIO    ILLUSION. 

Illustrated  and  explained  by  sixty  fine  wood  engravings. 

Illuminated  paper  covers 30  ots. 

Bound  in  boards,  with  cloth  back 50  ots. 


Sent  Free  of  Postage  on  Receipt  of  Price. 

The  Art  and  Etiquette  of  Making  Love.    A 

Manual  of  Love,  Courtship  and  Matrimony.    It  tells 

How  to  Cure  Bashfulness; 

How  to  Commence  a  Courtship,- 

How  to  Please  a  Sweetheart  or  Lover; 

How  to  Write  a  Love-Letter; 

How  to  "  Pop  the  Question'"; 

How  to  Act  Before  and  After  a  Pro- 
posal; 

How  to  Accept  or  Reject  a  Proposal; 

Hoiu  to  Break  off  an  Engagement; 

How  to  Act  After  an  Engagement; 

How  to  Act  as  Bridesmaid  or  Grooms- 
man; 

How  the  Etiquette  of  a  Wedding  and  the 
After- Reception  Should  be  Observed; 

And,  in  fact,  how  to  fulfill  every  duty  and  meet  every  contin- 
gency connected  with  courtship  and  matrimony.  It  includes 
also  a  choice  collection  of  sensible  Letters  suitable  for  all  the 
contingencies  of  Love  and  Courtship. 

176  pages,  paper  covers 30  cts. 

Bound  in  boards,  cloth  back 50  cts. 


Dick's  Quadrille  Call-Book  and  Ball-Room 

Prompter.  Containing  clear  directions  how  to  call  out  the 
figures  of  every  dance,  with  the  quantity  of  music  necessary  for 
each  figure,  and  simple  explanations  of  all  the  figures  and  steps 
which  occur  in  Plain  and  Fancy  Quadrilles.  Also,  a  plain  analy- 
sis and  description  of  all  the  steps  employed  in  the  favorite 
round  dances,  fully  describing : 

March  and  Cheat  Quadrilles, 
Favorite  Jigs  and  Contra-Dances, 
Polka  and  Polka  Redoiva, 
Redowa  and  Redowa  Waltz, 
Polka  Mazourka  and  Old  Style  Waltz, 
Modern  Plain  Waltz  and  Glide, 
Boston  Dip  and  Hop  Waltz, 
Five-Step  Waltz  and  Schottische, 
Yarsovienne.  andZulmo,  L' Oriental*, 
Galop  and  Deux  Temps, 
Esmeralda,  Sicilienne,  Danish  Dano^ 


The  Opening  March  or  Polonaise, 
,  Various  Plain  and  Fancy  Quadrilles, 
Waltz  and  Glide  Quadrilles, 
Plain  Lancers  and  Caledonians, 
Glide  Lancers  and  Caledonians. 
Saratoga  Lancers, 
The  Parisian  Varieties, 
The  Prince  Imperial  Set. 
Social  and  Basket  QuadriUes, 
Nine-Pin  and  Star  Quadrilles, 
Gavotte  and  Minuet  Quadrilles, 

AND  OVER  ONE  HUNDRED  FIGURES  FOR  THE  "GERMAN  f 

To  which  is  added  a  Sensible  Guide  to  Etiquette  and  Proper  De- 
portment in  the  Ball  and  Assembly  Eoom,  besides  seventy  pages 
of  dance  music  for  the  piano. 

Paper  covers 50  cts. 

Bound  in  boards 75  cts. 


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Uncle  Josh's  Trunkful  of  Fun.    A  portfolio  oi 

first-class  Wit  and  Humor,  and  never-ending  source  of  Jollity. 
CO-TALSTXG  A  RICH  COLLECTION  OF 


Comical  Stones.  Cruel  Sells, 
Side- Splitting  Jokes, 
Humorous  Poetry, 
Qvaint  Parodies, 
Kurt-esque,  Sermons, 


Keiv  Conundrums, 
Mirth- Provoking  Speeches, 
Curious  J 'uzzles, 
Amusing  Card  Tricks,  and 
Astonishing  Feats  of  Parlor- Magh.. 


This  book  is  illustrated  with  nearly  200  Funny  Engravings,  an£ 
contains  64  large  octavo  double-column  pages 15  cts, 

Barber's    American   Book   of   Beady-Made 

Speeches.     Containing  159  original  examples  of  Humorous  and 
Serious  Speeches,  suitable  for  every  possible  occasion  where  a 
speech  may  be  called  for,  with  appropriate  replies  to  each. 
IXCI/TDIXG 

of 


Presentation  Speeches. 
Convivial  Speeches. 
Festival  Speeches. 
Addresses  of  Congratulation. 
Addresses  of  Welcome. 
Addresses  of  Compliment. 
Political  Speeches. 
Dinner    and    Supper    Speeches 
Clubs,  etc. 


for 


Off-Hand  Speeches   on  a  Variety 

Subject*. 
Miscella  a  eous  S perches. 
Toasts  and  Sentiments  for  Public  anu 

Private  Entertaijimentf, 
Preambles   and    Resolutions  of  Con 

qratulaHon,  Compliment  a/ul  Con 

dole  nee. 


With  this  book  any  person  may  prepare  himself  to  make  a  neat 
little  speechj  or  reply;  to  one  when  called  upon  to  do  so.  They 
are  all  short,  appropriate  and  witty,  and  even  ready  speakeri 

may  profit  by  them.     Paper ' 50  cts. 

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The  Amateur   Trapper   and   Trap-Maker  7s 

Guide.  A  complete  and  carefully  prepared  treatise  on  the  art 
of  Trapping,  Snaring  and  jSTetting ;  containing  plain  directions 
for  constructing  the  most  approved  Traps,  Snares,  Kets  and 
Dead-Falls ;  the  best  methods  of  applying  them  to  their  rations 
purposes  ;  and  the  most  successful  Baits  for  attracting  all  kinds 
of  Animals,  Birds,  etc.,  with  their  special  uses  in  each  case;  in- 
troducing receipts  for  preparing  Skins  and  Furs  for  Market. 


Tb-3  entire  work  is  based  on  the  experience  of  the  most  sncoewfta 
Trappers,  and  on  information  derived  from  other  authentic  pro- 
fessional sources.  By  Stanley  Harding,  'ibis  comprehensive 
work  is  embellished  with  fifty  veil  drawn  and  engraved  Ulustaca- 
tions ;  and  these,  together  with  the  clear  explanations  which  ac- 
company them,  will  enable  anybody  of  moderate  comprehension 
to  make  and  set  any  of  the  traps  described.     IT  1ELLS 

Hoio  to  make  all  kinds  of  Trap*;  How  to  Trap  or  Snare  all  kinds  qf 

Sow  to  make  all  kinds  of  Snares;  Animals; 

How  to  Set  and  Secure  Traps;  How  to  Trap  or  Snare  Birds  of  every 
How  to  Attract  Animals  from  a  Dis-        description; 

tanee,-  How  to  Oure&ndTan  Skins; 

How  to  Prepare  Baits;  How   to    Skin    and  Stuj/'   Birds    ov 

JIoiv  to  Bait  a  Trap;  Animals. 

It  also  gives  the  baits  usually  employed  by  the  most  successful 
Hunters  and  Trappers,  and  exposes  their  secret  methods  of  at- 
^     tracting  and  catching  Animals,  Birds,  etc.,  with  scarcely  a  pos- 
sibility of  failure.     Large  16mo,  paper  covers 50  lets. 

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Howto  Write  a  Composition.  Theuseof  thishand- 

book  -will  save  the  student  the  many  hours  of  labor  too  often  wasted  m 
trying  to  -write  a  plain  composition.  It  affords  a  perfect  skele*oa  of  one 
hundred  and  seventeen  different  subjects,  with  their  headings  or  revi- 
sions clearly  defined,  and  each  heading  filled  in  with  the  i  lean  which  Hie 
subject  suggests:  so  that  all  the  writer  has  to  do,  in  order  lo  produce  a 
good  composition,  is  to  enlarge  on  them  to  suit  his  taste  and  inclination. 

178  pages,  paper  covers, ■ r'  0  CtS. 

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The  Magician's  Own  Book.    One  of  the  most  ex* 

traordinary  and  interesting  volumes  ever  printed — containing 
the  Whole  Art  of  Conjuring,  and  all  the  Discoveries  in  Magic-  d\  ui 
made,  either  by  ancient  or  modem  philosophers*    IT  FXPL A  f  N8 


All  Sleight  of  Hand  Trickit; 
Tricks  and  Deception*  vnth  Cards,- 
The  Macjic  of  Chemistry ; 
Mysterious  Experiments  in  Electricity 

and  (lalvanism; 
The  Magic  of  Pneumatics,  Aerostatics, 

Optics,  etc.; 
Tk*  Magic  of  Numbers  i 


Curious  Tricks  in  Geometry. 
Mysterious  und  A  m  luting  P  itftpu  n  >-ii 

answers  thereto,- 
The  Magic  of  Art i  _ 
Miscellaneous     Trick*     m-ti     kxperi- 

ments; 
Curious  Fancier,  etv..  eta 


The  tricks  are  all  illustrated  by  Engravings  and  Tables,  so  as  to 
make  them  easily  understood  and  practiced.  As  a  volumti 
for  the  amusement  of  an  evening  party,  this  book  cannot  be  sur- 
Gilt  binding,  362  pages &1.50 


East  Lynne ;  or,  The  Earl's  Daughter.     Li- 

brary  edition,  complete  and  unabridged.  This  novel  is  Mrs. 
Henry  Wood's  masterpiece,  and  stands  in  the  very  front  rauk  ol 
all  the  works  of  fiction  ever  written;  it  has  scarcely  a  rival  as  a 
brilliant  creation  of  literary  genius,  and  is  prominent  among  the 
very  few  works  of  its  class  that  have  stood  the  test  of  time,  and 
achieved  a  lasting  reputation.  In  originality  of  design,  and 
masterly  and  dramatic  development  of  the  subject,  East  Lynne 
stands  unrivaled ;  it  will  be  read  and  re-read  long  after  the  ma- 
jority of  the  ephemeral  romances  of  to-day  have  passed  out  of 
existence  and  been  forgotten.  A  handsome  12mo  volume  of 
598  pages,  from  new  electrotype  plates,  printed  on  fine  toned 
paper,  and  elegantly  bound  in  eloth,  in  black  and  gold. .  -$1.50 


FIRESIDE   GAMES; 


FOR 


WINTER  EVENING  AMUSEMENT. 


A  REPERTORY  OF  SOCIAL  RECREATIONS,  CONTAINING 

AN  EXPLANATION  OF   THE   MOST  ENTERTAINING 

GAMES,  SUITED  TO  THE  FAMILY  CIRCLE,  AND 

ALSO  ADAPTED  FOR  SOCIAL  GATHER 

INGS,  PIO-NICS  AND  PARTIES. 


ILLUSTRATED  WITH  NUMEROUS  ENGRAVINGS. 


BT  THE  AUTHOR  OF  "  THE  SOCIABLE,"  "  THE  SECRET  OUT,"  •«  THE  MAGI* 
CLAN'S  OWN  BOOK,"  AND  "PARLOR  THEATRICALS,"  ETC. 


NEW  YORK: 
DICK  &  FITZGEKALD,  PUBLISHEKS, 

No.  18  Ann  Street. 


UNIVERSITY  OF  N.C.  AT  CHAPEL  HILL 

mm  iiiiii 

10003058263 


Entered,  according  to  Act  of  Congi  .,»,  in  the  year  1850. 

By  DICK  &  FITZG^xtALD, 

S  ttw  Clerk's  Office  of  the  District  Court  of  the  United  States,  for  the  Southern 

District  of  N-w  York. 


%  %t$n\m\  nf  $ ratal  MmMmmf0, 


CONTAINING  AN  EXPLANATION  OF 

THE  MOST  ENTERTAINING  GAMES, 

SUITED    TO  THE   FAMILY   CIRCLE  FOR  A  RECREATION,    SUCH  AS 

GAMES  OP  ACTION.— GAMES  WHICH   REQTTIEE   ATTENTION   MERELY.-* 
GAMES  WHICH  BEQUIEE  MEMOET.— CATCH  GAMES,  WHICH  HAVE 
FOE  THEIE   OBJECT   TRICK   OE  MYSTIFICATION— GAMES 
IN  WHICH  AN  OPPORTUNITY  IS  AFFORDED  TO  DIS- 
PLAY GALLANTRY,    WIT,   OE   SOME    SLIGHT 
KNOWLEDGE  OF  CERTAIN  SCIENCES.— 
FOEFEITS,  ETC. 

At  merry  Christmas-time,  or  on  a  wet  day  in  the  country  or  in  the 
city  too,  for  that  matter,  or  on  a  winter's  evening,  when  the  fire  is 
burning  cheerily,  pussy  purring  on  the  hearth,  and  the  lamps  lighted, 
young  folks  are  often  at  a  loss,  and  their  elders  too,  sometimes,  to  know 
how  to  amuse  themselves.  Some  people  will  say,  "  There  are  books, 
let  them  read."  We  would  whisper  in  their  ears  an  adage  as  old  as 
the  hills,  but  none  the  less  true  or  pithy ;  it  is  this :  "All  work  and  no 
play  makes  Jack  a  dull  boy."  And  again,  let  us  remember  that  we  also 
were  once  young,  and  laughed  as  heartily  over  "Blind  Man's  Buff"  as 
the  youngest  of  our  acquaintance. 

All  the  apparatus  required  in  "  Parlor  Games"  is  good  temper,  good 
spirits,  and  gentleness,  so  that  at  any  moment  amusement  for  an  even- 
ing can  be  obtained  by  anybody  who  wills  it. 


4  FIRESIDE    GAMES. 

We  do  not  wish  to  read  our  young  friends  a  homily  upon  politeness, 
as  this  is  not  a  book  of  etiquette  but  we  would  impress  upon  them  that 
good  temper  is  indispensable  in  games  of  any  kind.  We  have  known 
the  pleasure  of  a  whole  party  marred  simply  by  the  unreasonableness 
and  ill-humor  of  one  of  the  players,  who,  because  he  could  not  guesa 
the  answer  of  some  game,  declared  that  we  had  cheated  him,  and  refused 
to  play  any  longer,  thus  casting  a  gloom  upon  all  who  were  playing. 

Roughness,  too,  we  would  particularly  caution  our  boy  friends  to 
avoid.  Very  often,  when  carried  away  by  the  buoyancy  of  their  Fpirits, 
they  are  apt  to  forget  that  young  ladies  are  present,  and  participating 
in  the  pleasures  of  the  game.  There  is  no  occasion  for  an  exhibition 
of  strength ;  if  you  are  caught,  submit  to  it ;  if  you  are  forfeited,  pay 
the  fine  without  a  murmur,  or  with  a  pleasant  remark. 

Very  often  your  little  brothers  or  sisters  will  spoil  a  game  by  reveal- 
ing who  it  is  that  is  caught,  or  telling  the  answer  to  "  Twenty  Ques- 
tions," before  the  person  whose  turn  it  is  to  guess  it,  has  given  it  up. 
Do  not  be  angry  with  them,  but  take  another  question,  and  begin 
again,  for  in  all  probability  letting  the  secret  out  was  merely  childish 
importance,  in  knowing  the  answer  as  well  as  his  elder  brothers  and 
sisters.  Explain  to  him  that  he  must  not  do  so  for  the  future,  as  he 
spoils  the  game ;  and,  take  our  word  for  it,  he  will  try  to  avoid  doing 
so  again. 

We  have  heard  many  people  say,  "  Oh,  he's  too  young,  he  can't 
play."  We  say  not  so ;  no  child  is  too  young  to  join  in  healthy  and 
innocent  pastime.  There  is  no  occasion  to  give  a  child  a  prominent 
jart  to  perform,  or  to  let  him  perform  any  part  at  all ;  but  you  can  lead 
him  to  believe  that  his  presence  is  in  every  way  as  desirable  as  that  of 
the  oldest  person  present.  Not  that  we  advocate  deception  as  a  general 
thing,  but  we  do  countenance  it  where  it  is  U3ed  for  the  purpose  of 
making  children  happy.  We  ourselves  have,  in  the  game  of  "  Fox  and 
Goose,"  carried  a  child  on  our  arm  throughout  the  wrhole ;  he  had 
nothing  at  all  to  do  with  it,  but  he  laughed  as  loudly  and  as  heartily  as 
any  of  the  party. 

Many  of  these  games  are  quite  new,  and  have  never  appeared  in 
print  before.  They  have  been  selected  and  invented  by  a  gentleman 
who  is  thoroughly  conversant  with  the  "  Parlor  Games"  of  Europe.  In 
some  cases  the  forfeit  has  to  be  paid  by  a  kiss ;  of  course  that  is  only 
intended  for  a  family  party ;  in  a  mixed  assembly  some  other  mode  of 
payment  can  be  substituted. 

With  these  remarks,  we  leave  our  readers  to  enjoy  themselves  ortt 
"  Parlor  Games." 


GAMES    OF    ACTION. 


§mm  of  lotion 


THE  LEG  OF  MUTTON. 

Almost  every  one  is  acquainted  with  this  game.  The  players  plaof 
their  fists  alternately  one  upon  the  other,  then  the  fist  which  is  lower- 
most is  withdrawn  and  placed  on  the  top  of  the  pile,  each  as  he  with- 
draws his  fist  counting  one,  two,  and  so  on,  to  nine.  As  soon  as  the  ninth 
fist  is  placed  on  the  top,  the  whole  pile  is  overturned,  each  hand  being 
withdrawn  as  quickly  as  possible.  The  one  who  has  pronounced  the 
word  nine,  must  endeavor  to  catch  one  of  his  companions  by  the  hand, 
saying  "  This  is  my  leg  of  mutton."  If  he  fails  to  do  this,  he  has  to  pay 
a  forfeit.  If  he  succeeds  in  catching  a  hand,  he  says  to  the  player  who 
has  allowed  himself  to  be  caught,  "  Will  you  do  one  of  three  things  V 
If  the  player  is  polite,  he  simply  answers,  "I  will,  if  I  can."  Others 
might  reply,  "I  will,  if  I  like."  Then  the  winner  gives  him  three  things 
to  do,  and  he  performs  either  at  his  choice. 


THE  FAGOTS. 


This  game  consists  in  forming  a  double  circle,  the  players  placing 
themselves  two  by  two,  so  that  each  gentleman,  by  holding  a  lady  in 
front  of  him,  makes  what  is  called  a  fagot.  It  is  necessary  that  the 
player3  should  be  of  an  even  number.  The  circles  being  formed,  two 
persons  ar?  chosen,  the  one  to  catch  the  other.  When  the  person  who 
is  pursued  does  not  wish  to  be  overtaken  (which  would  oblige  him  to 
take  the  place  of  the  pursuer),  and  at  the  same  time  desires  to  rest,  he 
places  himself  in  front  of  any  one  of  the  fagots  he  chooses,  but  within 
the  circle,  so  that  this  fagot  is  then  composed  of  three  persons,  which 
is  contrary  to  rule.  Then  the  third  one,  who  is  on  the  outside  of  the 
circle,  must  at  once  run  to  avoid  being  caught.  If  he  is  caught,  he 
takes  the  place  of  the  pursuer,  who,  in  his  turu.  starts  off,  or,  if  he  jwe» 


$  GAMES    OF    ACTION. 

fers  it,  enters  into  the  circle,  and  places  himself  before  one  of  the  fagots* 
thus  obliging  a  n'ew  player  to  run  like  the  former  one;  this  one  him- 
self can  at  once  oblige  another  player  to  run,  by  placing  himself,  in  his 
turn,  before  a  fagot,  and  it  is  this  which  gives  life  to  the  game,  provided 
tne  players  have  a  fair  share  of  spirit  and  agility. 


THE  WOLF  AND   THE  HIND. 

In  this  game  all  the  ladies  present  can  find  employment,  but  only  one 
gentleman  is  required,  and  the  one  who  is  considered  the  most  agile 
should  be  chosen,  for,  in  truth,  he  will  find  exercise  enough  for  his 
dexterity  and  his  patience. 

This  personage  is  called  in  this  game  the  Wolf;  the  eldest  lady  pre- 
sent is  the  Hind ;  all  the  others  place  themselves  in  a  line  behind  he*-, 
according  to  their  ages,  and  are  called  the  Hind's  fawns. 

It  is  the  Wolf's  part  to  catch  the  lady  who  is  at  the  extremity  of 
the  fine,  and  he  manifests  his  hostile  intentions  by  the  following  con- 
versation : — "  /  am  a  Wolf,  and  I  will  eat  you." 

The  Hind  answers — "  I  am  a  Hind,  and  I  will  defend  myself." 

The  Wolf  replies — "  /  must  have  the  youngest  and  tender  est  of  your 
fawns." 

After  this  dialogue,  the  Wolf  endeavors  to  seize  the  desired  prey,  but 
the  Hind,  extending  her  arms,  keeps  him  off;  but  if  he  succeeds  in 
passing  her,  the  young  lady  at  the  end  of  the  line  may  abandon  her 
place  before  he  can  catch  her,  and  place  herself  in  front  of  the  Hind, 
where  she  no  longer  runs  any  risk,  and  so  with  the  rest  in  succession, 
until  the  Hind  becomes  the  last  of  the  line. 

Then  the  game  ends ;  the  unskilful  Wolf  must  pay  as  many  forfeits 
as  he  has  allowed  young  ladies  to  escape,  and  the  players  select  a  suc- 
cessor if  they  wish  to  renew  the  game. 

If,  on  the  contrary,  before  the  end  of  the  game,  he-iSucceeds  in  seiz- 
ing one  of  the  young  fawns,  he  does  not  eat  her,  but  he  has  a  right  to 
claim  a  kiss  from  her,  and  to  make  her  pay  a  forfeit,  which  promises 
new  pleasure  at  the  end  of  the  game. 

This  game,  requiring,  as  it  does,  much  quickness  of  movement  and 
agility,  is  not  as  well  fitted  for  the  house  as  for  a  lawn  or  a  field,  where 
it  presents  a  picturesque  view  to  the  lookers-on,  and  at  the  same  tims 
enables  the  players  to  display  to  advantage  the  grace  and  rapidity  of 
their  movements. 


GAMES   OF   ACTION.  7 

BLIND-MAN'S  BUFF  SEATED. 

In  order  to  play  Blind-Man's  Buff  seated,  the  company  arrange 
themselves  in  a  circle  upon  chairs  which  are  placed  very  near  together. 
The  person  chosen  by  lot,  or  who  voluntarily  offers  to  play  the  part 
of  the  blind  man,  allows  a  handkerchief  to  be  bound  over  his  eyes  by 
a  lady,  if  the  player  is  a  gentleman,  and  by  a  gentleman,  if  it  is  a  lady 
who  undertakes  this  part. 

When  all  are  satisfied  that  the  blind  man  cannot  discern  the  objects 
which  surround  him,  the  players  hastily  change  their  places  in  order  to 
baffle  his  sagacity.  Then  he  approaches  the  circle  without  groping,  for 
this  is  expressly  forbidden,  and  seats  himself  in  the  lap  of  the  first 
person  he  comes  across,  and  without  employing  the  sense  of  touch,  but 
simply  by  listening  to  the  stifled  laughter  around  him,  to  the  rustling 
of  the  robes,  the  sound  of  which  often  discovers  the  wearer,  or  perhaps 
by  a  fortunate  guess,  he  is  enabled  to  tell  the  name  of  the  player  upon 
whose  lap  he  is  seated,  and  in  case  he  is  unacquainted  with  the  name 
of  the  personage,  describe  her  in  such  a  manner  that  she  can  be 
recognised. 

If  the  blind  man  guesses  correctly,  the  person  discovered  takes  his 
place,  puts  on  the  bandage,  and  performs  the  same  part.  If,  on  the 
contrary,  he  is  mistaken,  the  company  clap  their  hands  to  inform  him 
of  his  error,  and  he  renews  the  experiment  in  the  same  manner,  and 
without  employing  any  other  means  than  those  authorized  by  the 
game. 

It  is  customary  for  the  company,  in  order  to  prevent  the  blind  man 
from  recognising  persons  too  readily,  to  resort  to  various  little  strata- 
gems, as  for  instance,  some  spread  over  their  laps  the  skirts  of  their 
neighbors'  dresses,  others  cover  theirs  with  the  cushions  of  the  chairs. 
The  ladies  who  are  dressed  in  silk,  place  their  shawls  over  their  laps  ■ 
in  fine,  all  try  to  disguise  themselves  in  the  best  manner  possible. 


BLIND-MAN'S  BUFF  BY  THE  PROFILE. 

When  this  game  is  played  in  a  proper  manner  it  is  very  entertaiP- 
ing.     The  following  is  the  method  of  playing  it. 

In  this  game  the  blind  man's  eyes  are  not  bandaged,  but  he  is  not- 
withstanding obliged  to  exercise  all  his  penetration.     A  piece  of  white 


8  GAMES    OP    ACTION. 

and  rather  fine  linen  is  stretched  upon  a  frame  like  a  screen,  in  the  sama 
way  as  when  exhibiting  a  magic  lantern.  The  blind  man  is  seated 
upon  a  stool,  so  low  that  his  shadow  is  not  represented  upon  the  linen, 
which  is  spread  over  the  screen.  Some  distance  behind  him  a  single 
lighted  taper  is  placed  upon  a  stand,  and  all  the  other  lights  in  the  room 
are  extinguished. 

When  these  arrangements  are  made,  the  rest  of  the  company  torm  a 
kind  of  procession,  and  pass  in  single  file,  between  the  blind  man  (who 
is  expressly  forbidden  to  turn  his  head)  and  the  table  upon  which  the 
light  is  placed.  This  produces  the  expected  effect ;  the  light  of  the 
candle,  intercepted  by  each  of  the  company  in  turn,  as  he  passes  before 
it,  casts  upon  the  piece  of  white  linen  a  succession  of  shadows  quite 
accurately  defined. 

As  these  shadows  move  before  him,  the  blind  man  is  obliged  to 
name  aloud  the  person  who  he  supposes  is  passing  at  the  moment, 
and  the  errors  into  which  he  falls  cause  shouts  of  laughter,  more  or 
less  prolonged. 

It  is  hardly  necessary  to  say  that  each  one,  as  he  passes  before  the 
light,  tries  to  disguise  his  air,  his  height,  his  gait,  to  prevent  his  being 
recognised. 

It  is  not  usual  to  give  forfeits  in  this  game,  still  it  would  seem  proper 
to  demand  them  of  those  who  are  discovered.  In  this  way  it  would 
probably  afford  entertainment  to  a  greater  number  of  players. 


BLIND-MAN'S  BUFF  WITH  THE   WAND. 

Blind-Man's  Buff  with  the  Wand  is  a  game  well  adapted  for  (ha 
parlor. 

The  blind  man  with  his  eyes  covered  with  a  randage,  is  placed  in 
the  middle  of  the  room,  and  a  long  wand  is  put  into  his  hands.  The 
rest  of  the  company  join  theirs,  and,  forming  a  circle,  wheel  around 
him,  at  the  same  time  singing  some  lively  air,  in  which  they  all  join. 

When  the  song  is  finished,  they  stop,  and  the  blind  man,  extending 
his  wand,  directs  it,  by  chance,  towards  one  of  the  company,  who  is 
obliged  to  take  hold  of  it  by  the  end  presented  to  him.  Then  the 
blind  man  utters  three  cries,  which  the  other  must  repeat  in  the  same 
tone.  If  the  latter  does  not  know  how  to  disguise  his  voice,  he  is 
easily  guessed,  and  takes  the  blind  man's  place;  otheiwise  the  circla 
wheels  around  him,  stops  again,  and  so  on  as  before. 


GAMES    OF    ACTION.  * 

PORCO    OR  ITALIAN  BLIND-MAN'S  BUFF. 

This  game  is  similar  to  "  Buff  with  the  Wand." 

Several  persons,  male  and  female,  join  hands  so  as  to  form  a  circle, 
and  one  person,  who  is  blindfolded,  is  placed  in  the  centre,  with  a  small 
stick  in  his  or  her  hand.  The  players  dance  round  the  hoodwinked 
person,  who  tries  to  touch  one  of  them  with  the  wand,  and  if  he 
succeeds,  the  ring  of  people  stops.  The  player  then  grunts  like  a  pig 
—hence  the  name  of  the  game — crows,  or  imitates  some  animal,  and 
the  person  touched  must  endeavor  to  imitate  the  noise  as  closely  as 
possible,  without  discovering  his  or  herself.  If  the  party  touched  is 
discovered,  then  the  hoodwinked  player  transfers  the  bandage  and  the 
stick  to  that  player,  and  takes  the  vacant  place  in  the  ring  of  persons, 
who  once  more  resume  their  dance,  until  another  player  is  touched. 


FRENCH  BLIND  MAN. 

In  this  game,  instead  of  blindfolding  one  of  the  players,  his  hands 
are  tied  behind  him,  and  in  that  difficult  way  he  must  endeavor  to 
catch  one  of  his  companions,  who  must,  when  caught,  submit  to  the 
same  restraint. 


THE  RIBBONS. 


Each  person  in  the  company  takes  a  ribbon,  and  holds  it  by  one  end. 
The  other  ends  are  all  united  in  the  hand  of  the  one  who  leads  the 
game,  and  who  consequently  is  placed  in  the  middle  of  the  circle. 

When  he  says — "  Pull "  they  must  let  go,  when  he  says  "  Let  go ' 
they  must  pull  the  ribbon  which  they  hold.  It  is  astonishing  how 
many  forfeits  are  won  at  this  simple  game. 


THE  COTTON  FLIES. 

One  of  the  players  takes  a  flake  of  cotton  or  a  bit  of  down,  whicb 
ie  casts  into  the  air  in  the  midst  of  a  circle  formed  by  those  present 

1* 


10  GAMES    OF    ACTION 

who  are  seated  close  together.  He  at  once  puffs  with  his  breath  to 
keep  it  floating  in  the  air,  and  the  oni  towards  whom  the  flake  takes 
its  course  must  puff"  in  the  same  way  to  keep  it  from  falling  upon  his 
lap,  which  would  cost  him  a  forfeit. 

Nothing  is  more  amusing  than  to  see  ten  or  twelve  people,  with  up- 
4urned  faces,  blowing  and  puffing,  each  in  his  own  way,  to  send  from 
one  to  the  other,  this  flake  of  cotton.  Sometimes  it  happens  that  as 
t)ne  cannot  laugh  and  puff  at  the  same  moment,  the  tuft  of  cotton  falls 
rnto  the  mouth  of  one  of  the  company,  who  in  vain  tries  to  find  breath 
gnough  to  blow  it  away.  This  excites  the  laughter  of  the  other  players, 
iriio  demand  from  him  a  forfeit  for  his  gluttony. 


THE  HUNTSMAN. 


This  game  is  one  of  the  liveliest  winter  evening  s  pastimes  that  oan 
te  imagined.  It  may  be  played  by  any  number  of  persons  above  four. 
One  of  the  players  is  styled  the  "  Huntsman,"  and  the  others  must  be 
called  after  the  different  parts  of  the  dress  or  accoutrements  of  a  sports- 
man :  thus,  one  is  the  coat,  another  the  hat,  whilst  the  shot,  shot-belt 
powder,  powder-flask,  dog,  and  gun,  and  every  other  appurtenance  be- 
longing to  a  huntsman,  has  its  representative.  As  many  chairs  as  there 
are  players,  excluding  the  Huntsman,  should  next  be  ranged  in  two 
rows,  back  to  back,  and  all  the  players  must  then  seat  themselves ;  and 
being  thus  prepared,  the  Huntsman  walks  round  the  sitters,  and 
calls  out  the  assumed  name  of  one  of  them:  for  instance,  "  Gun  I" 
when  that  player  immediately  gets  up,  and  takes  hold  of  the  coat-skirts 
of  the  Huntsman  who  continues  his  walk,  and  calls  out  all  the  others, 
one  by  one  ;  each  must  take  hold  of  the  skirts  of  the  player  before  him, 
and  when  they  are  all  summoned,  the  Huntsman  sets  off  running  round 
the  chairs  as  fast  as  he  can,  the  other  players  holding  on  and  running 
after  him.  When  he  has  run  round  two  or  three  times,  he  bhouts  out 
"Bang!"  and  immediately  sits  down  on  one  of  the  chairs,  leading  his 
followers  to  scramble  to  the  other  seats  as  they  best  can.  Of  course, 
one  must  be  left  standing,  there  being  one  chair  less  than  the  number 
of  players,  and  the  player  so  left  must  pay  a  forfeit.  The  game  is  con- 
tinued until  all  have  paid  three  forfeits,  when  they  are  cried,  and  the 
punishments  or  penances  declared.  The  Huntsman  is  not  changed 
throughout  the  game,  unless  he  gets  tired  of  his  posL 


GAMES    OF    ACTION  H 

COPENHAGEN. 

First  proc\  ire  a  long  piece  of  tape  or  twine,  sufficient  to  go  round  the 
whole  company,  who  must  stand  in  a  circle,  holding  in  each  of  their 
hands  a  part  of  the  string1 — the  last  takes  hold  of  the  two  ends  of  the 
tape.  One  remains  standing  in  the  centre  of  the  circle  who  is  called 
"  the  Dane,"  and  who  must  endeavor  to  slap  the  hands  of  one  of  those 
who  are  holding  the  string,  before  they  can  be  withdrawn.  Whoever 
is  not  sufficiently  alert,  and  allows  the  hands  to  be  slapped,  must  take 
the  place  of  the  Dane,  and  in  his  turn,  try  to  slap  the  hands  of  aome 
one  else. 


THE  CAT  AND  THE  MOUSE. 

Let  all  the  company  join  hand  in  hand  in  a  circle,  except  one  who  is 
placed  inside,  called  the  Mouse,  and  another  outside,  called  the  Cat.  They 
begin  by  running  round,  raising  the  arms;  the  Cat  springs  in  at  one 
side  and  the  Mouse  jumps  out  at  the  other ;  they  then  suddenly  lower 
the  arms  so  that  the  Cat  cannot  escape.  The  Cat  goes  round  mewing, 
trying  to  get  out ;  and  as  the  circle  must  keep  dancing  round  all  the 
time,  she  must  try  and  find  a  weak  place  to  break  through.  As  soon 
as  she  gets  out  she  chases  the  Mouse,  who  tries  to  save  herself  by  get- 
ting within  the  circle  again.  For  this  purpose  they  raise  their  arms. 
If  she  gets  in  without  being  followed  by  the  Cat,  the  Cat  must  pay  a 
forfeit,  and  try  again ;  but  if  the  Mouse  is  caught  she  must  pay  a  for- 
feit. Then  they  name  who  shall  succeed  them ;  they  fall  into  the  cir- 
cle, and  the  game  goes  on  as  before. 


HUNT  THE  HARE. 

The  company  all  form  a  circle,  holding  each  other's  hands.  One, 
called  the  Hare,  is  left  out,  who  runs  several  times  round  the  ring, 
and  at  last  stops,  tapping  one  of  the  players  on  the  shoulder.  The  one 
tapped  quits  the  ring  and  runs  after  the  Hare,  the  circle  again  join- 
ing hands.  The  Hare  runs  in  and  out  in  every  direction,  passing  under 
the  arms  of  those  in  the  circle  until  caught  by  the  pursuer,  when  he 
becomes  Hare  himself.  Those  in  the  circle  must  always  be  friends  to 
the  Hare,  and  assist  its  escape  in  every  way  possible. 


12  GAMES    OF    ACTION. 


THE  KEY  GAME, 


This  game  may  be  played  by  any  number  of  persons,  wh«>  should  all. 
except  one,  seat  themselves  on  chairs  placed  in  a  circle,  and  he  should 
stand  in  the  centre  of  the  ring.  Each  sitter  must  next  take  hold,  with 
his  left  hand,  of  the  right  wrist  of  the  person  sitting  on  his  left,  being 
careful  not  to  obstruct  the  grasp  by  holding  the  hands.  When  all  have, 
in  this  manner,  joined  hands,  they  should  begin  moving  them  from  left. 
to  right,  making  a  circular  motion,  and  touching  each  other's  hands,  ag 
if  for  the  purpose  of  taking  something  from  them.  The  player  in  the 
centre  then  presents  a  key  to  one  of  the  sitters,  and  turns  his  back,  so 
as  to  allow  it  to  be  privately  passed  to  another,  who  hands  it  to  a  third ; 
and  thus  the  key  is  quickly  handed  round  the  ring  from  one  player  to 
the  other ;  which  task  is  easily  accomplished,  on  account  of  the  con- 
tinued motion  of  the  hands  of  all  the  players.  Meanwhile,  the  pUyer 
in  the  centre,  after  the  key  has  reached  the  third  or  fourth  player,  stiould 
watch  its  progress  narrowly,  and  endeavor  to  seize  it  in  it3  passage. 
If  he  succeed,  the  person  in  whose  hand  it  is  tound,  after  paying  a  for- 
feit, must  take  his  place  in  the  centre,  and  give  and  hunt  the  key  in  his 
turn ;  should  the  seeker  fail  in  discovering  the  key  in  Ins  first  attempt, 
he  must  continue  his  search  until  he  succeeds.  When  a  playei  Las  paid 
three  forfeits,  he  is  out. 


HUNT  THE  SLIPPER. 

This  is  usually  an  in-door  game,  although  there  is  no  other  objection 
to  its  being  played  on  a  dry  piece  of  turf  than  that  the  slipper  cannot 
be  heard,  when  struck  by  its  momentary  possessor,  when  passing  round 
the  joyous  ring.  Several  young  persons  sit  on  the  floor  in  a  circle, 
a  slipper  is  given  to  them,  and  one,  who  generally  volunteers  to  accept 
the  office  in  order  to  begin  the  game,  stands  in  the  centre,  whose  busi- 
ness it  is  to  "  chase  the  slipper  by  its  sound."  The  parties  Avho  are 
seated,  pass  it  round  so  as  to  prevent,  if  possible,  its  being  found  in  the 
possession  of  any  individual.  In  order  that  the  player  in  the  centre  may 
know  where  the  slipper  is,  it  is  occasionally  tapped  on  the  ground,  and 
then  suddenly  handed  on  to  the  right  or  left.  When  the  slipper  is  found 
in  the  possession  of  any  one  in  the  circle,  by  the  player  who  is  hunting 
it,  the  party  on  whom  it  ia  so  found  takes  tbe  latter  player's  place. 


GAMES    OF    ACTION.  J  3 

CATCH  THE  RING. 

In  order  to  p. ay  this  capital  game,  the  chairs  are  placed  ji  a 
circle,  just  so  far  apart,  that  each  person  sitting  can  easily  reach  the 
hand  of  another  person  on  either  side  of  him.  One  person  stands 
in  the  middle  of  the  circle.  A  piece  of  string  with  a  wedding, 
or  a  larger  ring  of  brass,  upon  it,  is  then  tied,  of  a  sufficient  length  to 
reach  all  round  the  circle,  so  that  each  person  may  catch  hold  of  it.  The 
players  are  then  to  slide  the  ring  along  the  string,  passing  it  from  one 
to  the  other,  and  the  game  is,  for  the  person  who  stands  in  the  centre 
to  try  to  catch  the  ring.  When  he  catches  it,  the  person  with  whom 
he  finds  it  is  to  go  out  into  the  centre. 

[Forfeits  may  be  added  to  this  game,  if  preferred,  each  person  caught 
with  the  ring  paykig  forfeit.] 


\ 


JACK'S  ALIVE. 


A  small  piece  of  stick  is  lighted  at  one  end,  and  the  blaze  blown  out, 
leaving  the  sparks.  It  is  then  passed  from  one  of  the  company  to  the 
next  on  his  right  hand,  and  so  on  round  the  circle,  each  one  saying,  as 
he  hands  it  to  his  neighbor,  "  Jack's  alive."  The  player  who  holds 
the  stick  when  the  last  spark  dies  out  must  consent  to  have  a  delicate 
moustache  painted  on  his  face  with  the  charred  end  of  the  stick,  which 
is  then  relighted,  and  the  game  goes  on.  Should  the  wearer  of  the 
moustache  have  Jack  die  a  second  time  on  his  hands,  an  imperial, 
whiskers,  or  exaggerated  eyebrows  may  be  added  to  his  charms.  While 
Jack  is  in  a  lively  condition,  with  his  sparks  in  fine  brilliant  order,  he 
is  passed  carelessly  from  one  player  to  another ;  but  when  he  shows 
symptoms  of  dying,  it  is  amusing  to  see  how  rapidly  he  changes  hands. 
for  each  player  is  bound  to  receive  him  as  soon  as  his  neighbor  pro- 
nounces "  Jack's  alive." 

In  case  the  moustache  decorations  are  objected  to,  a  forfeit  may  be 
paid,  instead,  by  those  who  hold  Jack  dead. 


TWIRL  THE  TRENCHER. 
A  wooden  platter  or  a  plate,  is  brought  in,  and  given  to  a  person  wh# 


14  GAMES    OF    ACTION". 

is  to  be  the  leader.  The  leader  then  takes  a  name  himself,  and  gives 
a  name  to  each  of  the  company.  Numbers  will  do,  or  the  Christian  or 
familiar  names  by  which  they  are  usually  known,  or  the  names  of  ani- 
mals or  flowers  may  be  adopted.  Each  person  must  be  sharp  enough 
to  remember  his  or  her  name  directly  it  is  mentioned.  Each  person 
has  a  chair,  and  a  large  circle  (the  larger  the  better)  is  formed  arouna 
the  plate.  The  leader  then  gives  the  plate  a  spin,  and  calls  out  the 
name  of  the  person  who  is  to  catch  it.  Leader  then  runs  to  his  seat, 
leaving  the  plate  spinning,  and  when  the  person  named  fails  to  catch 
the  plate  before  it  has  done  spinning,  he  or  she  must  pay  a  forfeit,  which 
must  be  held  until  all  the  players  have  forfeited. 

[This  game  excites  a  great  deal  of  merriment,  and  should  be  played 
in  a  spirited  manner.  The  plate  should  be  fairly  spun,  and  the  names 
distinctly  but  quickly  called  out.  A  little  stratagem  should  be  em- 
ployed by  looking  towards  one  person,  and  then  calling  out  the  name 
of  another  quite  unexpectedly.  Nobody  should  demur  to  pay  a  forfeit 
if  fairly  fined,  and  each  person  should  remember  his  own  forfeits.] 


§mm  repairing  JHnnori]  atift  rnttstattt  nttenttntt. 


THE  FIELD  OF  THE  CLOTH  OF  DAMASK 

When  you  have  cleared  the  table  of  everything  it  has  upon  it,  ask 
Mary  to  bring  you  a  small  plate  (a  round  piece  of  wood  is  better),  and, 
after  ranging  yourselves  round  the  table,  choose  partners  previously  to 
beginning. 

CHOOSING  PARTNERS. 

At  every  party  there  are  some  good  genial  souls  who  lead  all  the  fun 
aud  know  most  of  the  games.  Fix  upon  two  of  these  for  Field-Mai » 
shais,  and  call  them  respectively  Sir  Loin  and  General  Kettle.  These 
officers  will,  upon  being  raised  to  such  dignity,  commence  choosing 
(alternately)  their  soldiers  from  among  the  company;  and,  as  they 
select  these  valiant  recruits,  will  perform  the  short  ceremony  of  con- 
ferring titles,  commencing,  if  a  gentleman,  with  a  sharp  blow  of  a  walk- 
ing stick  across  the  shoulders,  and,  if  a  lady,  with  a  kiss ;  concluding 
with  the  gift  of  a  name,  of  which  a  suitable  list  is  annexed  •-— 


GAMES    REQUIRING    MEMORY    AND    ATTENTION.  15 

JPramatis  ^crsoitae. 

Sir  Loin.  General  Kettle. 

General  Goose.  General  Tongs. 

Lieutenant-General  Duck.  Lieutenant-General  Carver. 

Major-General  Muffin.  Major-General  Fork. 

Colonel  Crumpet.  Colonel  Coffeepot. 

Colonel  Carrot.  Colonel  Corkscrew. 

Major  O'Mutton.  Major  Cracker. 

Private  Partridge.  Major  Spit. 

"        Pine.  Corporal  Steel. 

"        Potato.  "  Toastrack, 

"        Plum.  Private  Plate. 

"        Peach.  "        Pail. 

"        Pigeon.  "        Potlid. 

"        Pear.  "        Poker. 

With  power  to  add  to  their  number. 

the  game. 
3-eneral  Kettle  takes  the  Plate  {which  is  called  "  the  Plum-pudding") 
between  his  fingers  and  thumb,  ready  for  spinning  on  the  table,  and 
begins : — 

"  As  I  was  sitting  on  the  fire  this  morning,  spluttering  with  rage  at 
having  no  enemy  to  boil,  who  should  come  along  in  his  bag  and  string 
but  old  Plum-pudding !  The  moment  he  caught  a  sight  of  me  off  he 
ran,  I  after  him;  when,  turning  round  a  corner,  I  ran  up  against  Major 
O'Mutton."  At  this  word  General  Kettle  spins  round  the  "Plum- 
pudding,"  which  Major  O'Mutton  has  to  keep  up,  continuing  the  story 
in  his  assumed  character  until  he  has  mentioned  "  Plum-pudding,"  and 
introduced  the  name  of  an  antagonist,  who,  in  his  turn,  must  continue 
the  game. 

It  will  be  seen  that  the  two  greatest  difficulties  of  the  game  consist 
in  keeping  up  the  "  Pudding,"  and  continuing  the  story.  The  first  is, 
however,  very  easy  after  a  little  practice,  there  being  numerous  devices 
to  keep  it  from  falling,  such  as  patting  it  on  one  side  until  it  recovers 
its  perpendicular,  or  dexterously  giving  it  a  twist  with  finger  and 
thumb  as  it  slackens  in  its  speed.  The  second  is  more  difficult ;  but 
there  is  one  safe  rule  which  will  help  you  on  amazingly.  Never  think 
of  yourself  as  yourself — always  remember  that  you  are  Muffin,  Par- 
tridge, Goose,  Tongs,  Toastrack,  or  Steel,  as  the  case  may  be ;  for  if 
you  are  not  vigilant  you  will  have  to  give 


16  .  GAMES   KEQTJIRING   MEMORY    AND    ATTENTION. 

FORFEITS. 

Firstly— For  letting  the  "  Plum-pudding"  falL 
Secondly — For  speaking  of  yourself  as  a  human  being. 
Thirdly — For  failing  to  continue  the  story. 
Fourthly — For  omitting  to  mention  "Plum-pudding;"  and 
Fifthly — For  calling  an  "  enemy  "  by  a  wrong  title. 

TERMINATION   OF    THE    GAME. 

One  hundred  forfeits  is  a  good  limit  to  the  game  when  the  arnres 
are  numerous  and  light-hearted ;  but  the  number  may  be  less,  and  the 
fun  as  furious,  when  the  party  is  a  small  one. 

At  the  finish  of  the  game  the  army  that  has  given  the  least  number 
of  forfeits  is  declared  the  victor,  its  forfeits  are  returned  to  it,  and  its 
commander-in-chief  calls  a  court-martial,  at  which  the  penalties  to  be 
inflicted  upon  the  defeated  army  are  adjudged. 

PENALTIES. 

Sir  Loin's  Army. 

Basted. — You  aifc  pursued  and  beaten  with  handkerchiefs  round  tht 
room. 

Seasoned. — You  are  to  kiss  every  lady  in  the  room,  and  have  your 
face  slapped  in  return. 

Trussed. — You  are  to  be  skewered  with  two  walking-sticks  into  a 
corner,  until  some  lady  is  kind  enough  to  release  you  with  a  kiss. 

Roasted.— You  must  walk  up  to  every  lady  in  the  room :  if  she  does 
not  wish  to  kiss  you  she  catches  hold  of  your  arms  and  gives  you  a 
turn :  when  a  lady  is  net  kind  enough  to  give  you  a  chaste  salute  you 
are  said  to  be  "  done,"  etc.,  etc. 

General  Kettle's  Army. 

Scrubbed. — You  must  ask  every  lady  to  kiss  you ;  if  any  one  refuse 
she  must  scrub  your  face  with  her  handkerchief;  as  soou  as  you  are 
kissed  you  are  at  liberty. 

Scoured. — The  same. 

Sharpened. — Two  gentlemen  (the  Grindstones)  try  their  utmost  to 
prevent  you  from  catching  and  kissing  the  lady  you  have  selected. 

Blackleaded. — You  must  go  round  to  each  of  the  company  and  ask 
them  what  they  think  of  you.  They,  in  reply,  are  to  say  something 
disparaging. 

Washed. — The  exact  reverse  of  Blaokleading,  for  all  the  company 
must  reply  with  fulsome  praise   etc.,  etc. 


GAMES    REQUIRING    MEMORY    AND    ATTENTION.  17 

It  will  be  noticed  that,  although  these  penalties  are  described  above 
Its  ftr  gentlemen,  a  moment's  thought  will  suggest  the  means  of  adapt- 
ing fhem  for  ladies. 

HOW    WE    PLAYED   THE    GAME   AT   OUR   HOUSE. 

"P  sample  is  far  better  than  precept ;  therefore  imagine  us  all  aroun 
tbn  table,  a  merry  group.     Our  Generals  have  chosen  each  an  army 
the  "Pudding"  (we  always  use  a  rjund  piece  of  wood  in  preference  to 
a  plate)  has  been  found,  and  off  goes  the  stately 

General  Kettle. — As  I  was  sitting  on  the  fire  this  morning,  splutter- 
ing fiercely  at  having  nobody  to  boil,  who  should  come  along  but 
"Plum-pudding"  in  his  bag  and  sling!  " Hollo  1"  said  I,  "are  you 
looking  for  me?"  "No,"  he  replies,  "it's  Major-General  Muffin  / 
want." 

(General  Kettle  spins  the  "Pudding."  Up  springs  Major-General 
Muffin,  cautiously  trying  to  keep  up  the  "  Pudding.") 

Major*General  Muffin. — May  I  be  toasted  this  minute  if  I  ever  could 
find  out  what  the  old  "  Pudding"  wanted  with  me !  I  hadn't  long  been 
baked ;  I  was  quite  unknown  to  the  officers,  and  had  only  one  enemy, 
and  that  was  Corporal  Toastrack. 

(Up  comes  Corporal  Toastrack  as  quickly  as  he  can ;  but,  as  he  was 

talking  in  an  undertone  to  the  pretty  Miss ("  stay,  that's  a  forfeit !") 

to  General  Tongs,  down  went  the  "  Pudding,"  which  was  a  forfeit  for 
him,  off  leads  Muffin  again  as  at  first,  not  spinning  the  Pudding  till  the 
last  word.) 

Major-General  Muffin. — Still  a  muffin  is  a  muffin,  say  what  you  will 
I  am  independent;  I  don't  care  for  "Plum-pudding;"  and  if  I  had  him 
here,  although  he  looked  as  fierce  as  he  did  in  the  butcher's  shop,  I 
would  fight  even  Corporal  Steel. 

(And  off  goes  the  "Pudding,"  but  Steel  had  noticed  the  allusion  to 
the  butcher's  shop,  and  was  on  the  alert.) 

Corporal  Steel. — The  ridiculous  idea !  Corporal  Steel  can  fight  any- 
body, even  Mr.  Hodgson. 

("  Stop,  stop  I"  we  all  cried ;  "  that's  a  forfeit ;"  so  Muffin  had  another 
turn.) 

Major-General  Muffin. — Fight  or  no  fight,  this  has  nothing  to  do 
with  the  "Plum-pudding;"  the  poor  fellow  wasted  away  with  griefj 
and  during  dinner-time,  did  nothing  but  bewail  his  unhappy  fate. 
."  Ahl"  said  he,  "I  wish  T  had  never  known  that  Lieutenant-Genera] 
Carver. ' 


18  GAMES   REQUIRING    MEMORY   AND    ATTENTION 

Lieutenant-General  Carver. — He  never  did  know  me  properly,  for  I 
had  a  very  great  respect  for  him,  and  wouldn't  have  touched  a  single 
currant  if  I  had  not  been  forced  to  it.  You  see  I  was  invited  to  his 
birth-day  party  on  Christmas-day.  I  went  the  more  readily  as  I  went 
to  pay  some  delicate  attentions  to  General  Goose. 

("Forfeit!  forfeit!  "  they  all  cried;  "you  never  mentioned  'Plum- 
pudding!  "  So  General  Goose  went  on  after  the  payment  :>f  the 
forfeit.) 

Genera]  Goose. — Hm  !  hm  !  Ah !  So  says  I — as  I  was  walking  to 
office — and — and — so — I  can't  get  along. 

(  "  Two  more  forfeits  if  you  please,"  said  that  sharp,  hard  Major  Steel ; 
"  one  for  failing  to  continue  the  story,  and  the  second  for  speaking  of 
yourself  as  a  human  being."  ) 

Major-General  Muffin. — "I  can't  get  along,"  says  Plum-pudding. 
11  Well,"  I  replied,  "  I  don't  wonder  at  it.  Look  at  your  clumsy  bag 
and  long  string.  But  if  you  will  wait  a  little  while  I'll  send  an  old 
friend  of  yours  to  you,  one  General  Kettle." 

(Off  goes  the  "Pudding" — up  comes  General  Kettle. 

General  Kettle. — A  very  old  friend  indeed,  but  not  so  welcome  as  ho 
expected;  for  although  I  took  hold  of  him  by  the  neck,  and  jumped  on 
to  the  fire  with  him 

("Forfeit!"  they  all  cry;  for  General  Kettle  was  so  anxious  ta 
construct  a  good  story  that  he  let  the  "  Pudding  "  fall.) 

In  this  way  we  continued,  causing  great  fun,  until  we  had  surren- 
dered our  hundred  forfeits ;  when  General  Kettle's  army  having  given 
but  forty,  while  Sir  Loin's  had  been  stripped  of  sixty,  General  Kettle 
claimed  the  victory,  and  immunity  from  punishment,  for  his  side.  The 
court-martial  was  then  called,  whereat  the  appropriate  punishments 
were  adjudged  and  inflicted;  everybody  admitting  (as  well  as  they 
could  for  laughing)  that  it  was  the  best  game  they  had  ever  played  at 
And  what  everybody  says,  you  know,  must  be  true. 


THE  FLOUR-MERCHANT. 

The  one  who  personates  the  Flour-Merchant  will  try  every  way  t< 
dispose  of  his  stock  of  flour,  by  asking  question  after  question  of  tho 
others,  who  must,  in  their  answers,  be  careful  not  to  use  these  words . 
flour,  7,  yes,  or  no,  as  the}'-  are  forbidden,  and  the  one  who  is  caught 
using  them  is  considered  out  of  the  game. 


GAMES    REQUIRING    MEMORY    AND    ATTENTION.  10 

The  Flour-Merchant  must  persevere  in  his  endeavors  to  ga&kfi  the 
players  use  one  of  the  interdicted  words.     For  instance : 

"  Do  you  wish  any  flour  to-day  ?" 

"  There  is  none  required." 

"  But  you  will  soon  want  it ;  let  me  persuade  you  to  take  some  * 

li  That  is  impossible." 

"  Why  so  ?  It  is  the  very  best  of  flour ;  just  look  at  it ;  it  is  m 
very  fine  and  white." 

"  The  quality  is  a  matter  of  indifference  to  me." 

"  But  it  will  make  such  good  sweet  bread.     Do  take  some." 

"  You  have  had  my  answer." 

"  Have  I  ?     I  must  have  forgotten  it.     What  was  it  ?" 

"  My  answei  was,  decidedly  not  any." 

"  But,  madam,  consider ;  it  is  a  very  reasonable  price." 

'"'  I  will  not  take  any." 

The  Flour-Merchant  having  succeeded  in  making  her  say  "  I"  pro- 
ceeds to  the  next  one. 


THE  ELEMENTS. 

In  this  game  the  party  sit  in  a  circle.  One  throws  a  handkerchiel 
at  another,  and  calls  out  air  !  The  person  whom  the  handkerchief  hits 
must  call  Eagle,  Vulture,  Lark,  Pigeon,  Hawk,  Goose,  Partridge,  Wood- 
cock, Snipe,  or  some  creatures  that  belong  to  the  air,  before  the  callei 
can  count  ten ;  which  he  does  in  a  loud  voice,  and  as  fast  as  possible. 

If  a  creature  that  does  not  live  in  the  air  is  named,  or  if  a  person 
fails  to  speak  quick  enough,  a  forfeit  must  be  paid. 

The  person  who  catches  the  handkerchief  throws  it  to  another,  in 
turn,  and  cries  out  earth  !  The  person  who  is  hit  must  call  out  Ele- 
phant, Horse,  Dog,  Cat,  Mouse,  Guinea  Pig,  Ox,  or  any  creature  which' 
lives  upon  the  earth,  in  the  same  space  of  time  allowed  the  other. 

Then  throw  the  handkerchief  to  another,  and  call  out  water  !  The 
one  who  catches  the  handkerchief  observes  the  same  rules  as  the  pre- 
ceding, and  is  liable  to  the  same  forfeits,  unless  he  calls  out  imme- 
diately, Trout,  Mackerel,  Herring,  Sole,  or  the  name  of  some  creature 
that  lives  in  the  water. 

Any  one  who  mentions  a  bird,  beast,  or  fish  twice  is  likewise  liable 
to  a  forfeit. 

Jf  any  player  calls  fire  !  every  one  must  keep  silence,  because  no 
•reature  lives  in  that  element 


20  GAMES    REQUIRING    MEMORY    AND    ATTENTION, 

HOW  DO  YOU  LIKE  IT  ? 

This  is  an  excellent  and  very  amusing  game  for  winter-eveniDg 
parties.  It  may  be  played  by  any  number  of  persons.  The  company 
being-  seated,  one  of  the  party,  called  the  Stock,  is  sent  out  of  the 
room,  and  the  company  then  agree  upon  some  word  which  will  beai 
more  than  one  meaning.  When  the  Stock  comes  back,  he  or  she 
asks  each  of  the  company  in  succession,  "  How  do  you  like  it?"  One 
answers,  "  I  like  it  hot ;"  another,  "  I  like  it  cold  ;"  another,  "  I  like  it 
old ;"  another,  "  I  like  it  new."  He  then  asks  the  company  in  succes- 
sion, again,  "When  do  you  like  it?"  One  says,  "At  ail  times;" 
another,  "  Very  seldom ;"  a  third,  "  At  dinner ;"  a  fourth,  "  On  the 
water ;"  a  fifth,  "  On  the  land,"  etc.  Lastly,  the  Stock  goes  round 
aDd  asks,  "Where  would  you  put  it?"  One  says,  "  I  would  put  it  up 
the  chimney  ?"  another,  "  I  would  throw  it  down  a  well ;"  a  third,  "  I 
would  hang  it  on  a  tree ;"  a  fourth,  "  I  would  put  it  in  a  pudding." 
From  these  answers,  a  witty  girl  may  guess  the  word  chosen ;  but, 
should  she  be  unable  to  do  so,  she  has  to  pay  a  forfeit.  Many  word? 
might  be  chosen  for  the  game,  such  as — 

Aunt  and  ant.  Rain  and  rein. 

Plane  and  plain.  Vice,  a  tool ;  and  vice,  a  crime. 

Key,  of  a  door ;  and  quay,  a  place  for  ships. 


THE  BUTTERFLY. 

By  the  exercise  of  a  true  and  delicate  politeness,  this  game  may  be 
rendered  extremely  agreeable  to  the  young  ladies  who  have  been  in- 
vited to  join  in  it;  and  the  mischief  of  their  answers  adds  in  no  slight 
degree  to  its  charm. 

Each  of  the  gentlemen  plays  the  part  of  an  insect,  such  as  the 
Butterfly,  from  which  the  game  takes  its  name,  and  with  which  it  com- 
mences ;  the  Humble  Bee,  the  Ant,  the  Fly,  the  Caterpillar,  etc. 

The  young  ladies  take  each  the  name  of  a  flower,  as  the  Rose,  the 
Pink,  the  Tuberose,  the  Violet,  the  Hawthorn,  etc. 

When  all  these  names  are  disuwated  and  agreed  upon,  each  player 
should  be  careful  to  remember  them,  so  as  not  to  pronounce  any  name 
that  has  not  been  chosen.  Each  player  also  must  be  prepared  to 
answer  as  soon  as  the  one  who  is  speaking  pronounce?  hi?  assumed 


GAMES    REQUIRING    MEMORY    AND    ATTENTION.  21 

name.  The  speaker,  however,  when  pronouncing  the  name,  must  have 
the  address  to  look  at  some  other  person  of  the  company.  A  wrong 
name  pronounced,  a  wrong  or  tardy  reply,  are  all  faults  which  require 
a.  forfeit. 

EXAMPLE. 
THE  BUTTERFLY. 

"  Here  am  I,  suddenly  transported  into  a  garden  of  flowers ;  and 
such  flowers  ! — all  alike  beautiful !  Here  I  find  the  sweet  perfume  of 
the  Tuberose " 

THE    TUBEROSE. 

,( Away,  ugly  insect !  Do  not  approach  me  !  I  have  not  forgotten 
(iiat  yesterday  you  embraced  one  of  the  most  beautiful  of  my  sisters, 
and  now  she  is  dead.     Give  me  the  Ant  for  my  choice." 

THE    ANT. 

"  Since  you  permit  me,  sweet  flower,  I  will  climb  to  the  top  of  your 
perfumed  cup,  before  the  Sun*  (1)  has  finished  half  his  course.  I  will 
seek  a  shelter  there  until  the  Gardener  (2)  comes,  with  his  Watering 
Pot  (3),  to  give  a  new  charm  to  your  beauty.  Until  this  moment,  I 
have  paid  my  homage  to  the  Violet" 

THE  VIOLET. 

"At  last  I  shall  find  a  moment  for  repose !  Vainly  I  kept  myself 
concealed  beneath  the  grass  I  this  cruel  insect  has  persecuted  me  worse 
than  any  Humble  Bee" 

The  Humble  Bee  then  takes  up  the  word,  and  the  game  continues , 
but  it  must  be  observed,  that  the  Insects  are  not  allowed  to  address 
themselves  to  anything  but  a,  Flower,  and  a  Flower  cannot  address 
itself  to  anything  but  an  Insect  Any  mistake  of  this  kind  costs  a 
forfeit,  as  well  as  the  mention  of  any  Flower  or  Insect  which  any  of 
the  players  has  named  before. 

*  1,  2.  8.  The  speaker  must  endeavor  to  introduce  in  a  natural  manner  into  his  dis 
course  the  words  Sun,  Gardener,  Watering  Pot.  These  three  words,  fur  which  the 
players  are  less  prepared  than  they  are  for  the  names  of  the  Flowers  aud  Insects,  com* 
monly  cause  numerous  forfeits,  because  many  of  the  players  forget,  when  the  Sun  is 
r.anied,  that  they  must  rise  from  their  seats;  when  the  word  Gardener  is  mentioned, 
the  Flowers  must  extend  their  hands,  as  if  to  supplicate  his  care,  while  the  Insects, 
alarmed,  make  a  gesture  as  if  about  to  rly,  from  dread  of  his  presence;  and  finally,  whoa 
""ne  word  Watering  Pot  is  pronounced,  all  the  Flowers  must  stand  erect,  as  if  reani- 
mated by  the  freshness  of  the  water ;  while  the  Insects,  with  one  knee  bent  to  the  earth, 
seem  overwhelmed  from  the  same  cause.  These  different  postures,  which  form  a  pretty 
tableau,  only  cease  when  the  speaker,  whether  gentleman  or  lady,  names  some  Flowte 
«  /mi<  which,  iu  its  turn,  takos  np  the  discourse. 


22  GAMES   REQUIRING   MEMORY   AND    ATTENTION. 

CROSS  PURPOSES. 

This  Ji?  Another  very  entertaining  game. 

One  player  goes  around  among  the  circle  and  whispers  in  each  one  a 
ear  an  answer  he  is  to  make  to  the  next  player,  who  comes  after  him 
asking  questions.  For  instance,  Charles  goes  round  to  Nos.  1,  2,  3, 
and  4. 

To  No.  1,  he  whispers :  "  Hot,  sweet,  and  strontr." 

To  No.  2,  "  With  pepper  and  vinegar." 

To  No,  3,  "  With  my  best  love." 

To  No.  4,  "No,  indeed." 

And  to  the  whole  circle  an  answer  of  some  kind. 

Jane  comes  after  Charles  to  ask  any  questions  her  own  wit  may 
suggest. 

She  asks  No  1,  "  What  kind  of  a  week  have  you  passed  ?" 

No.  1,  "  Hot,  sweet,  and  strong." 

To  No.  2,  "  Shall  you  ever  marry  ?" 

No.  2,  "  With  pepper  and  vinegar." 

To  No.  3,  "How  will  you  keep  house  on  these?" 

No.  3,  "  With  my  best  love." 

To  No.  4,  "No,  indeed!" 

Much  amusement  is  sometimes  made  by  the  total  variance  of  the 
questions  and  answers,  and  sometimes  a  very  hard  blow  is  administered 
w  some  of  the  company ;  but,  of  course,  no  offence  can  be  taken. 


THE  HORNED  AMBASSADOR. 

This  is  a  game  which,  if  played  with  spirit,  creates  much  merri- 
ment.    It  is  played  in  this  way : — 

A  number  of  papers,  twisted  like  a  lamplighter  or  a  curl  paper,  are 
all  the  materials  necessary.  The  first  player  turns  to  the  person  on 
his  left  hand,  and,  with  a  bow,  says :  "  Good  morning,  Royal  Ambas- 
sador, always  royal ;  I,  the  Royal  Ambassador,  always  royal,  come 
from  his  Royal  Majesty  (pointing  to  his  neighbor  on  his  right,  who 
must  bow),  always  royal,  to  tell  you  he  has  an  eagle  with  a  golden 
beak." 

The  second  player  must  repeat  this  to  his  left-hand  neighbor  exactly 
word  for  word  as  he  hears  it,  adding  brazen  claws.     If  he  leaves  out  a 


OAMIS    REQUIRING    MEMORY    AND    ATTENTION.  25 

word,  or  makes  any  mistake,  he  must  have  one  of  the  pape, .twisted 
into  his  hair.  Then  he  beeomes  a  one-horned  ambassador,  and  must 
call  himself  so,  instead  of  royal 

IZ^TZ'I:^  Ambassador,  always  ro,al;  I  the  Roya. 
AmbaldoTalwa;',  ro/al,  come  from  his  Royal  Majesty,  always  royal, 
to  tell  vou  that  he  has  an  eagle  with  a  golden  beak. 

No.  2 ^  "Good  morning,  Royal  Ambassador,  always  royal;  I,  th, 
Roval  Ambassador,  come  from" horned. 

Havine  left  out  «!«#«  r«/<rf  after  his  own  name,  No.  2  is  horned, 
and  saysV"Good,  etc.;   I,  a  One-horned  Ambassador,  always  one- 

h°WhtiCrnSbor  wK  he  must  add  diamond  eyes  to  *e 
JuXch  player  must  add  something  to  the  eagle-and  he  must  say 
h^^met  from  his  One-horned  Majesty,  instead  of  his  Royal  Majes* 

pHhts  time  a  good  many  of  the  party  will  be  well  horned;  and, 
as  e'eShZ  incurs  a  forfeit,  the  game  may  ceaSe  untdrtmy ^ 
redeemed.  Sometimes  the  ambassador  becomes  seven  or  eight-horned 
before  the  game  is  over. 

o — 

THE  GAME  OP  THE  RING, 
.company  not ^exceeding  "'«?*—  t0  take  a  ring,  fd 

m:  sags  tssrtfisi&ssi 

1,  ihe  joint 


24  GAMES    B^UIRING    MEMORY    AND    ATTENTION-. 

Commence  by  requesting  any  of  the  party  to  double  the  number  of 
the  person,  which  will  give  10,  and  to  subtract  1  from  it;  desire  him 
then  to  multiply  the  remainder,  9,  by  5,  which  will  give  45 :  to  this 
product  bid  him  add  the  number  of  the  hand,  2,  which  will  make  47, 
and  then  add  5,  which  will  make  52.  Desire  him  then  to  double  this 
last  number — the  result  will  be  104 — and  to  subtract  1,  leaving  103. 
Tell  him  then  to  multiply  the  remainder  by  5,  which  will  give 
515,  and  to  add  to  the  product  the  number  expressing  the  ringer, 
which  will  make  519.  Then  bid  him  add  5,  which  will  make  524 ;  and 
from  1048,  the  double  of  this  sum,  let  him  subtract  1,  which  will  kave 
1047.  Then  desire  him  to  multiply  this  remainder  by  5,  which  will 
give  5235,  and  to  add  to  this  product  1,  the  fourth  finger  indicating 
the  joint,  which  will  make  5236.  In  the  last  place,  bid  him  again  add 
5,  and  the  sum  will  be  5241,  the  figures  of  which  will  clearly  indicate 
the  person  who  has  the  ring,  and  the  hand,  finger,  and  joint  on  which 
it  was  placed. 

It  is  evident  that  all  these  complex  operations  merely  amount,  in 
reality,  to  multiplying  by  ten  the  number  which  expresses  the  person, 
then  adding  that  which  denotes  the  hand,  multiplying  again  by  ten, 
and  so  on.  As  this  artifice  may  be  detected,  it  would  be  better,  when 
performing  this  feat,  to  employ  the  method  previously  described,  when 
no  one  of  the  numbers  exceeds  nine — for,  on  account  of  the  numbers 
which  must  be  subtracted,  the  operation  will  be  more  difficult  to  be 
comprehended. 


THE  ALPHABET:  OR,  I  LOYE  MY  LOVE  WITH  AN  A. 

Formerly  this  game  was  confined  to  the  players  saying  in  rotation, 
"I  love  my  love  with  an  A,  because  he  is  Amiable,  Ardent,  Aspiring, 
Ambitious,"  and  so  on,  through  as  many  letters  of  the  alphabet  as 
might  be  approved  of,  each  player  having  to  -invest  his  love  with  a 
quality  beginning  with  the  letter  in  question.  Forfeits  were  exacted, — 
firstly,  for  the  repetition  of  any  quality  mentioned  by  a  previous  player ; 
secondly,  for  faults  of  spelling. 

As,  however  (thanks  to  the  progress  of  education),  people  are  no 
longer  in  the  habit  of  loving  others  because  they  are  Andsome,  Onor- 
able,  or  Helegant,  the  latter  opportunity  may  be  said  to  be  almost 
obsolete.  It  has  therefore  been  decided  to  improve  the  former,  by 
increasing  the  difficulty  of  finding  words. 


GAMES    REQUIRING    MEMOTJY    AND    ATTENTION.  25 

The  game,  as  it  is  at  present  played,  will  be  understood  from  the 
following  specimens : — 

"  1  love  my  love  with  an  A,  because  he  is  Affectionate,  because  his 
name  is  Augustus,  because  he  lives  in  Albany.  I  will  give  him  an 
Amethyst,  I  will  feed  him  on  Apple-tarts,  and  make  him  a  bouquet 
of  Anemones.'' 

"  I  love  my  love  with  a  B,  because  she  is  Beautiful,  because  iier 
name  is  Beatrice,  because  she  lives  in  Boston.  I  will  give  her  a 
Brooch,  I  will  feed  her  on  Berries,  and  make  her  a  bouquet  of  Blue- 
bells." 

This  form  need  not  be  strictly  adhered  to,  we  merely  offer  it  as  a 
model.  The  leader  of  the  game  may  vary  it  as  he  thinks  fit;  but 
whatever  form  he  may  choose  to  adopt,  the  others  must  imitate  closely 
(allowing  for  the  variation  of  the  sexes).  Failure  in  this  must  be 
punished  by  a  forfeit ;  the  old  regulation  as  to  repetition  and  mistakes 
in  spelling  (accidents  which  will  happen,  even  now,  in  the  best  edu- 
cated families)  still  holding  good. 

The  whole  alphabet  may  be  gone  through  in  this  manner,  if  the 
interest  of  the  game  lasts  long  enough.  It  is  advisable,  however,  to 
exclude  the  latters  K,  Q,  X,  and  Z,  which  offer  too  many  difficulties. 


THE  DEAF  MAN. 

The  person  on  whom  this  temporary  infirmity  is  imposed  must  stand 
out  in  the  middle  of  the  room,  and  to  all  that  is  said  must  answer, 
three  times  following,  "lam  deaf;  I  can't  hear."  The  fourth  time, 
however,  the  answer  must  be,  "  I  can  hear."  The  fun,  to  all  but  the 
unfortunate  victim,  is,  for  the  first  three  times  to  make  the  deaf  man 
some  agreeable  proposal,  such  as  bringing  a  lady  to  him  and  asking 
him  to  salute  her,  to  which  1  e  is  obliged  to  turn  a  deaf  ear ;  while  the 
fourth  time  he  is  requested  to  perform  some  humiliating  act,  such  as 
to  take  a  lady  to  another  gentleman  to  salute,  sing  a  comic  song, 
recite  extempore  verses  in  praise  of  the  prettiest  girl  in  the  company, 
and  to  all  these  agreeable  invitations  his  ears  must  be  suddenly  open 
In  fact,  he  must  illustrate  exactly  the  inverse  of  the  old  proverb, 
"None  so  deaf  as  those  who  won't  hear."  He  is  not  obliged  to  accede 
tt,  the  requests  that  are  made  to  him  in  the  intervals  of  his  deaf  lit. 
This  would  be  too  severe. 


f6  GAMES    REQUIRING    StESOttY    AND    ATTENTION". 

THE  ANTS  AND   THE   GRASSHOPPER. 

Lots  are  drawn  to  decide  which  of  the  company  shall  first  undertake 
the  part  of  the  Grasshopper.  This  important  matter  settled,  the  dioses 
individual  stands  up,  the  other  players  (who  represent  the  Ants)  seat- 
ing themselves  in  a  circle  around  them.  The  Grasshopper  writes  on  a 
piece  of  paper  the  name  of  a  particular  grain — or  other  article  of  food 
suitable  to  his  species — to  which  he  has  taken  a  fancy.  The  memo- 
randum he  conceals  for  the  present.  He  then  advances,  with  a  pro- 
found salutation,  to  the  Ants,  whom  he  addresses  something  in  the 
following  manner : — 

"  My  dear  and  hospitable  friends.  I  am  very  hungry.  Would  any 
of  you  lend  me  a  little  provision  of  some  kind  to  be  going  on  with?" 
Then,  addressing  some  particular  Ant,  "You,  my  dear  friend,  I  knov? 
your  goodness  of  heart;  I  am  sure  you  will  help  me  with  a  trifle?" 

The  Ant  addressed,  replies,  "  I  have  nothing  but  a  grain  of  barley  " 
(or  any  other  grain  according  to  fancy). 

"  Thank  you,  I  don't  care  for  it.  And  you,  neighbor,"  addressing 
another  Ant,  "  is  there  nothing  better  you  can  offer  me  ?  " 

"A  grub." 

"  Thank  you,  I  would  rather  not." 

He  begs  from  all  the  players  in  turn,  who  propose  a.  fly,  a  grain  of 
wheat,  oats ,  hayseed,  etc. — always  an  article  which  a  Grasshopper  might 
be  expected  to  eat,  and  which  has  not  been  mentioned  before.  When 
he  has  gone  all  round,  without  the  article  he  has  written  being  named 
by  any  one,  the  Grasshopper  pays  a  forfeit,  and  proceeds  with  his 
second  question.  If,  however,  one  of  the  Ants  should  hit  upon  the 
identical  thing,  "  I  will  take  it  with  pleasure,  neighbor,"  cries  the  Grass- 
hopper, "  and  may  you  be  rewarded."  He  then  produces  his  piece  of 
paper,  proving  that  the  article  proposed  was  the  one  he  had  thought 
of;  the  Ant  pays  a  forfeit,  and  becomes  Grasshopper  in  his  turn.  In- 
stead, however,  of  recommencing  the  game,  he  continues  it  in  the 
following  manner: — " Neighbor,"  he  says  to  an  Ant,  "I  have  eaten 
abundantly,  thanks  to  the  kindness  of  your  companions.  I  should  like 
a  dance.  What  dance  would  you  recommend  ?"  (The  name  of  a  dance 
is  written  down,  secretly,  as  in  the  case  of  the  food.) 

The  question  goes  round  as  before — the  Ants  proposing  various 
dances,  such  as  the  polka,  the  fandango,  the  schottische,  the  minuet,  the 
quadrille,  etc.  The  Grasshopper  treats  these  suggestions  (his  own  not 
being  among  them)  with  the  greatest  contempt.  Any  player  propos- 
ing a  dance  previously  named,  pays  a  forfeit.     The  Grasshopper,  of 


JAMES    REQUTT?ING    MEMORY     i.ND    ATTENTION.  21 

the  same,  should  the  round  terminate  without  the  dance 
,of  his  memorandum  beiny  mentioned,  and  proceeds  to  write  the  third 
question.  If,  on  the  contrary,  an  Ant  should  hit  upon  the  right  dance, 
they  change  places,  as  in  the  first  instance ;  and  the  new  Grasshopper 
(having  paid  a  forfeit)  continues : — 

u  Well,  I  will  dance,  my  friends.  But  I  see  no  fun  in  dancing  with- 
out music.     What  instrument  would  you  recommend?" 

The  Ants  recommend  various  instruments,  such  as  the  violin,  tht 
piano,  the  cornet,  the  harp,  etc. — subject  to  the  same  conditions  as  the 
previous  rounds. 

The  fourth  Grasshopper  (supposing  an  unlucky  insect  to  have  hit  on 
the  identical  instrument)  takes  up  the  thread : — 

"  I  have  had  enough  dancing ;  I  feel  rather  tired ;  I  should  like  a 
nap.  I  always  consult  you,  my  friends ;  what  sort  of  couch  would  you 
advise  me  to  sleep  on?" 

The  Ants  reply,  each  in  his  turn — moss,  stubble,  sand,  clover,  a  rose* 
leaf,  etc.,  etc. 

At  length  the  fifth  and  last  Grasshopper  puts  the  question. 

"  My  good  friends,  I  should  sleep  very  comfortably,  but  for  a  slight 
misgiving.  I  am  afraid  of  being  pounced  upon  by  some  hungry  bird. 
What  bird  do  you  think  I  have  most  reason  to  fear?  " 

Answers: — The  rook,  the  partridge,  Hie  pigeon,  the  lark,  etc.,  etc. 

Should  the  bird  whose  name  has  been  written  down  be  mentioned, 
the  too-prophetic  Ant  pays  a  forfeit,  and  the  game  is  finished.  If  not, 
the  Grasshopper  not  only  pays  a  forfeit,  but  has  to  put  the  question 
round  a  second  time,  then  a  third,  and  more  still  if  necessary.  Nor  is 
that  all — from  the  commencement  of  the  second  round,  he  has  to  pay 
a  forfeit  for  every  answer  till  the  identical  bird  is  named.  The  result 
is,  generally,  that  the  Grasshopper,  despairing  of  being  able  to  redeem 
the  number  of  forfeits  exacted  from  him,  cries  for  mercy ;  the  pitch  of 
mental  anguish  to  which  he  is  wrought,  keeping  up  the  excitement  of 
ths  game  to  the  very  end. 


CLAPPERTON:    OR,   THE  GOOSE'S  HISTORY. 


This  game  was  suggested  by  the  ancient  one  of  Coach,  but  is  mucfc 
altered  to  avoid  both  the  necessity  of  young  and  old  making  themselvel 
giddy  by  twirling  round  when  their  names  are  mentioned,  and  to  effec* 
a  compromise  in  the  redemption  of  the  forfeits;  the  ordinary  mod* 


28  GAMES    REQUIRING    riFMOKY    AND    ATTENTION. 

being  often  singularly  tiresome.  In  the  History  of  the  Goose,  a  com- 
mencement of  which  is  appended,  to  show  the  sort  of  story  which 
should  be  invented  for  the  occasion,  no  notice  is  to  be  taken  when  her 
name  occurs,  but  whenever  the  word  Drake  or  Doctor  is  mentioned,  every 
one  is  to  clap  his  hands  once,  unless  the  two  are  joined,  when  two 
merry  claps  must  sound.  Any  one  omitting  to  clap  at  the  right  place, 
or  clapping  when  the  Goose  is  named,  pays  a  forfeit,  and  all  the  forfeits 
may  be  redeemed  by  quoting  two  lines  of  verse,  varied  by  kissing  the 
mantelpiece,  etc.,  if  the  little  ones  present  prefer  it  to  the  former  mode. 
"  A  Goose  feeling  out  of  spirits  one  morning,  consulted  her  favorite 
Doctor  Drake  (two  claps),  who  advised  her  to  go  a  long  journey  to 
foreign  countries,  which  she  resolved  to  do.  So  making,  by  the  Doc- 
tor's (one  clap)  advice,  a  good  meal  of  cabbage-stalks  and  apple-parings, 
she  set  out  from  Dingle  Farm,  escorted  by  Doctor  Drake  (two  claps). 
A  shrill  scream  soon  announced  some  disaster,  and  the  Doctor  (one 
clap)  was  obliged  to  extract  two  thorns  from  one  of  the  Goose's  wings, 
and  to  bathe  her  foot,  stung  by  nettles,  in  a  ditch,  before  they  could 
proceed.  After  this  they  got  on  pretty  well,  though  Goose  was  so  fat 
that  she  could  not  have  forced  her  way  through  one  of  the  styles,  had 
not  the  Doctor  (one  clap)  given  her  a  good  push  behind.  Part  of  the 
journey  lay  through  a  meadow,  in  which  two  Miss  Chickens,  admiring 
the  Goose  and  the  Drake  (one  clap),  joined  them ;  but  they  talked  so 
fast,  the  Doctor  (one  clap)  soon  gave  them  to  understand  their  com- 
pany was  unacceptable.  A  Cock  in  the  neighborhood  seemed  disposed 
to  fight  Doctor  Drake  (two  claps)  for  his  rudeness  to  Ins  daughters,  but 
the  Doctor  (one  clap),  not  thinking  it  becoming  to  his  professional  dig- 
nity to  engage  in  battle,  only  quacked  a  haughty  reply,  and  went  on 
with  his  catient." 


4. 

STORY-PLAY. 


You  are  to  whisper  a  word,  which  must  be  a  substantive,  to  the  per- 
son who  begins  the  play,  and  who  is  to  tell  a  short  story  or  anecdote, 
into  which  the  word  is  to  be  frequently  introduced.  It  requires  some 
ingenuity  to  relate  the  story  in  so  natural  a  manner,  that  the  word 
shall  not  be  too  evident,  and  yet  it  may  be  sufficiently  marked.  When 
the  story  is  finished,  each  of  the  party  endeavors  to  guess  the  word; 
and  the  person  who  discovers  it  tells  the  next  story.  The  following  is 
a  specimen : — 


GAMES    REQUIRING    MEMORY    AND    ATTENTION.  29 

■*  Three  young  children  were  coming  down  the  Mississippi  with  their 
father  in  a  sort  of  boat,  which  they  call  there  a  pirogue.  They  landed 
on  a  desert  island  in  that  wide  river  on  a  bitter  snowy  evening,  in  the 
month  of  December ;  their  father  left  them  on  the  island,  promising  to 
return  after  he  had  procured  some  brandy  at  a  house  on  the  opposite 
6ank.  He  pushed  off  in  his  little  boat,  to  cross  the  river;  but  the 
wind  was  high,  and  tho  water  rough.  The  children  watched  him 
with  tears  in  their  eyes,  struggling  in  his  pirogue  against  the  stream, 
till  about  half  way  across,  when  they  saw  the  boat  sink,  and  never  more 
saw  their  father.  Poor  children !  they  were  left  alone,  exposed  to  the 
Btorm,  without  fire,  shelter,  or  even  food,  except  a  little  corn. 

"As  the  night  came  on,  the  snow  fell  faster;  and  the  eldest,  whc 
was  a  girl  only  six  years  old,  but  very  sensible  and  steady  for  her  age 
made  her  little  sister  and  her  infant  brother  creep  close  to  her,  and  she 
drew  their  bare  feet  under  her  clothes.  She  had  collected  a  few  with- 
ered leaves  and  branches  to  cover  them,  and  in  this  manner  they  passed 
the  long  winter's  night.  Next  morning,  she  tried  to  support  her  poor 
weeping  companions  by  giving  them  corn  to  chew ;  and  sometimes  she 
made  them  run  about  with  her,  to  keep  themselves  warm. 

"  In  this  melancholy  state,  you  may  imagine  what  was  her  joy  when, 
in  the  course  of  the  day,  she  discovered  a  boat  approaching  the  island. 
It  happily  contained  some  good-natured  Indians,  who  took  compassion 
on  the  children,  shared  their  food  with  them,  and  safely  conveyed  them 
to  New  Madrid  in  their  own  boat" 


THE  DUTCH  CONCERT. 

In  this  game  all  the  parties  sit  down.  Each  person  makes  a  selection 
of  an  instrument — say  one  takes  a  flute,  another  a  drum,  a  third  the 
trombone,  and  a  fourth  the  piano,  and  each  person  must  imitate  in  the 
best  way  he  can  the  sound  of  the  instrument,  and  the  motions  of  the 
player.  The  leader  of  the  band,  commencing  with  his  instrument,  all 
the  others  follow,  tuning  some  popular  air,  such  as  "  Yankee  Doodle," 
"  Pop  goes  the  Weasel,"  "  Bobbing  Around,"  "  In  the  Days  when  we 
went  Gripseying,"  or  any  other  air.  The  fun  consists  in  this,  that  the 
leader  may  take  any  instrument  from  either  of  the  players,  who  must 
watch  the  leader,  and  take  the  instrument  which  he  was  previously 
playing.      ]j  he  fails  to  do  so,  he  pays  a  forfeit.      Or  if  he  makes  a 


30  GAMES    REQl'IKIXG    MEMORY    AXD    ATTENTION 

mistake,  and  takes  the  wrong  instrument,  he  pays  forfeit.  Suppose  A 
be  the  leader,  playing  the  violin,  and  B  to  be  one  of  th^  band,  playing 
the  trombone.  Directly  A  ceases  to  play  tne  violin  and  imitates  the 
trombone,  B  must  cease  the  trombone,  and  imitate  the  violin,  and  im- 
mediately A  returns  to  the  violin,  B  must  take  the  trombone,  or  what- 
ever other  instrument  A  was  playing  the  moment  before  he  took  the 
violin.     If  he  makes  a  mistake,  he  pays  forfeit. 

[This  is  a  very  laughable,  though  rather  noisy  game.  It  should  not 
be  continued  too  long.  A  good  leader  will  soon  be  able  to  impose  for- 
feits dpon  all  the  players.] 


MY  LADY'S  TOILET. 

Each  having  taken  the  name  of  some  article  of  dress,  chairs  are  placed 
for  all  the  party  but  one,  so  as  to  leave  one  chair  too  few.  They  all  sit 
down  but  one,  who  is  called  the  Lady's  Maid,  and  stands  in  the  centre ; 
she  then  calls  out  "  My  Lady's  up  and  wants  her  shoes,"  when  the  one 
who  has  taken  that  name  jumps  up  and  calls  "  Shoes!"  sitting  down 
directly.  If  any  one  does  not  rise  as  soon  as  called,  she  must  forfeit. 
Sometimes  she  says  "  My  Lady  wants  her  whole  toilet,"  then  every 
one  must  jump  up  and  change  chairs,  and  as  there  is  a  chair  too  few,  of 
course  it  occasions  a  scramble,  and  whoever  is  left  standing  must  be 
Lady's  Maid,  and  call  to  the  others  as  before. 


SIMON  SAYS. 

This,  if  well  managed,  is  a  very  comical  game.  The  players  are  ar- 
ranged in  a  line,  the  player  who  enacts  Simon  standing  in  front.  He 
and  all  the  other  players  clench  their  fists,  keeping  the  thumb  pointed 
upwards.  No  player  is  to  obey  his  commands  unless  prefaced  with  the 
words,  "  Simon  says."  Simon  is  himself  subjected  to  the  same  rules. 
The  game  commences  by  Simon  commanding, — "  Simon  says,  turn 
down'"  on  which  he  turns  his  thumbs  downwards,  followed  by  the 
other  players.  He  then  says,  " Simon  says,  turn  up"  and  brings  his 
hands  back  again.  When  he  has  done  so  several  times,  and  thinks  that 
the  players  are  off  their  guard,  he  merely  gives  the  word,  "  Turn  up,*' 


GAMES    REQUIRING    1IEM0RT    AND    ATTENTION.  HI 

or  "  Tarn  down,"  without  moving  his  hands.  Some  one,  if  not  all,  ia 
sure  to  obey  the  command,  and  is  subject  to  a  forfeit.  Simon  is  aluo 
uubjecf  to  a  forfeit,  if  he  tells  his  companions  to  turn  down  while  the 
thumb*  are  already  down,  or  vice  versd.  With  a  sharp  player  enacting 
Simon,  the  game  is  very  spirited. 


THE  PHILHARMONIC  CONCERT. 

If  music  is  the  food  of  love,  noise  in  this  game  is  the  food  of  fun. 
It  proceeds  in  the  manner  and  form  following : — The  players  seat  them- 
seKes  and  fern  a  circle,  each  adopting  an  instrument  of  which  he  is  the 
imaginary  performer.  One  chooses  the  violin,  and  draws  his  right  hand 
backward  and  forward  over  his  left  arm ;  another  the  horn,  and  puffs 
out  his  cheeks,  imitating  the  acting  of  a  horn  blower;  another  the 
piano,  and  strums  with  his  hands  upon  his  knees ;  another  the  harp, 
taking  a  chair  or  any  other  suitable  piece  of  furniture  to  play  on ;  and 
go  on  through  as  many  instruments  as  there  are  performers.  Each 
player  must  imitate  the  action,  and,  as  well  as  he  is  able,  the  sound  of 
the  instrument  upon  which  he  is  supposed  to  be  performing.  The 
spectacle  which  is  then  presented  by  this  orchestra  of  imaginary  musi- 
cians, all  playing  con  furore,  is  irresistibly  ludicrous,  and  renders  the 
gravity  which  is  prescribed  on  pain  of  forfeit  a  sheer  impossibility.  In 
the  middle  of  the  circle  the  conductor  takes  his  pes.  a-straddle  on  a 
chair  with  the  back  before  him,  in  such  a  manner  as  to  figure  a  desk. 
on  which  he  beats  time.  He  may  get  himself  up  after  the  similitude 
of  the  great  Monsieur  Jullien,  whose  attitudes  and  gestures,  at  the  most 
excited  pitch  of  his  last  "  Universal  Smash"  polka,  may  be  adopted  as 
a  model,  but  will  need  no  exaggeration  to  be  made  as  amusing  as  those 
of  the  orchestra  he  directs.  In  the  midst  of  the  indescribable  confusion 
of  sounds  over  which  he  presides,  the  conductor  suddenly  singles  out 
one  of  the  performers,  and  asks  him  why  he  is  at  fault  The  individual 
bo  addressed  must  at  once,  and  without  a  moment's  hesitation,  give 
gome  answer  corresponding  to  the  nature  of  the  instrument ;  for  in- 
stance, the  fiddler  may  say  his  bow  wanted  rosin,  the  harp  player  that 
one  of  his  strings  had  broken,  the  clarionet  player  that  his  instrument 
■was  broken-winded.  Any  failure  to  do  this,  or  any  repetition  of  an 
excuse  previously  given,  will  necessitate  a  forfeit.  This  game  in  some 
respect  is  similar  to  the  Dutch  Concert,  and  shou1 1  not  be  played  is  a 
mry  quiet  family 


32  GAMES    REQUIRING    MEMORY    AND    ATTENTION. 

SCHEHERAZADE'S  RANSOM. 

Three  of  the  company  agree  to  sustain  the  parts  of  the  Sultan,  the 
Vizier,  and  the  Princess  Scheherazade.  The  Sultan  takes  his  seat  at 
the  end  of  the  room,  and  the  Vizier  then  leads  the  Princess  before  hiLu, 
with  her  hands  bound  behind  her.  The  Vizier  then  makes  a  burlesque  > 
proclamation,  that  the  Princess  having  exhausted  all  her  stories,  is  about 
to  be  punished,  unless  a  sufficient  ransom  be  offered.  The  rest  of  the 
company  then  advance  in  turn,  and  propose  enigmas  ("which  must  be 
solved  by  the  Sultan  or  Vizier),  sing  the  first  verse  of  a  song  (to  which 
the  Vizier  must  answer  with  the  second  verse),  or  recite  any  well 
known  piece  of  poetry  in  alternate  lines  with  the  Vizier.  Forfeits  must 
be  paid  either  by  the  company  when  successfully  encountered  by  the 
Sultan  and  Vizier,  or  by  the  Vizier  when  unable  to  respond  to  his  op- 
ponent, and  the  game  goes  on  till  the  forfeits  amount  to  any  specified 
number  on  either  side.  Should  the  company  be  victorious,  and  obtain 
the  greatest  number  of  forfeits,  the  Princess  is  released,  and  the  Vizier 
nas  to  execute  all  the  penalties  that  may  be  imposed  upon  him ;  if 
otherwise,  the  Princess  is  led  to  execution.  For  this  purpose  she  is 
blindfolded  and  seated  on  a  low  stool ;  the  penalties  for  the  forfeits, 
which  should  be  previously  prepared,  are  written  on  slips  of  paper  and 
put  into  a  basket,  which  she  holds  in  her  hands,  which  are  still  tied 
behind  her.  The  owners  of  the  forfeits  advance  in  turn,  and  each 
draws  one  of  the  slips  of  paper.  As  each  person  comes  forward,  the 
Princess  guesses  who  it  is,  and  if  right,  the  person  must  pay  an  addi- 
tional forfeit,  the  penalty  for  which  is  to  be  exacted  by  the  Princess  her- 
self. When  all  the  penalties  have  been  distributed,  the  hands  and  eyes 
of  the  Princess  are  released,  and  she  then  superintends  the  execution 
of  the  various  punishments  that  have  been  allotted  to  the  company. 


THE    LAWYER. 

tTie  company  must  form  in  two  rows,  opposite  to  and  facing  each 
•x.«er,  leaving  room  for  the  Lawyer  to  pass  up  and  down  between 
t»iem. 

When  all  are  seated,  the  one  who  personates  the  Lawyer  will  ask  a 
question  or  address  a  remark  to  one  of  the  persons  present,  either  stand- 
ing before  the  person  addressed,  or  calling  his  name.  The  one  spoken 
to  is  not  to  answer,  but  the  one  sitting  opposite  to  him  must  reply  to 


GAMES    REQUIRING    MEMORY    AND    ATTENTION.  33 

the  question.  The  object  of  the  Lawyer  is  to  make  either  the  one  he 
tpeaks  to  answer  him,  or  the  one  that  should  answer  to  keep  silent ; 
therefore  he  should  be  quick  in  hurrying  from  one  to  another  with  his 
questions,  taking  them  by  surprise,  and  noticing  those  who  are  the 
most  inattentive.  No  one  must  be  allowed  to  remind  another  of  his 
ium  to  sneak.  "VVhen  the  Lawyer  has  succeeded  in  either  making  one 
| peak  that  should  not,  or  finding  any  that  did  not  answer  when  they 
Bhould,  they  must  exchange  places  with  each  other,  and  the  one  caught 
becomes  Lawyer. 

This  game  will  be  found  quite  amusing  if  conducted  with  spirit. 


THE  PAINTER  AND  THE  COLORS. 

One  of  the  party  assumes  the  character  of  a  Painter,  the  other  players 
adopt  the  names  of  the  various  colors.  The  Painter  pretends  that  he 
is  employed  to  paint  a  picture,  and  when  he  mentions  the  word  palette, 
all  the  rest  of  the  players  cry  "  colors.11  If  he  mentions  the  word  colors, 
they  all  cry  "  Here  we  are."  If  he  says  pencil,  they  answer  "  brush.'* 
If  he  asks  for  his  brush,  they  cry  "  easel."  If  the  painter  mentions  any 
color  by  name,  the  person  who  represents  that  color  cries  out  the  name 
of  another  color,  and  then  the  player  representing  the  last  named  color 
says,  "  There  you  are,  Mr.  Painter." 

Any  deviation  from  these  rules  incurs  a  forfeit,  and  the  principal  fun 
of  the  game  is  in  the  color  cited  by  the  Painter,  naming  a  color  ridicu- 
lously unfit  for  the  purpose  required.     For  example : 

Painter.  At  last  my  talents  have  been  recognised,  and  I  may  now 
consider  my  fortune  made,  when  a  nobleman  of  great  taste  has  commis- 
sioned me  to  paint  him  a  picture  representing  Anthony  and  the  beaute- 
ous Cleopatra.     I  now  proceed  to  charge  my  palette. 

All  the  Colors.     Colors !  colors ! 

Painter.     The  most  beautiful  color* 

All.    Here  we  are ! 

Painter.    I  can't  use  you  all  at  once;  my  pencil. 

All.    Brush!  brush! 

Painter.     True,  I  will  give  you  the  brush. 

All.     Easel ! 

Painter.     Silence,  or  I  will  not  employ  any  of  you.    Now  I 
jaence  the  hair  of  my  Cleopatra,  which  must  be  black. 

Black,     Red!  red! 

8* 


>4  GAMES   REQUIRING    MEMORY   AKD    ATTEJSTlO-W, 

Kbd.     There  you  are,  Mr.  Painter: 

Painter.     The  eyes  must  be  blue. 

Blue.     Yellow!  yellow! 

Yellow.     There  you  are,  Mr.  Painter ! 

Painter.     For  the  cheeks  I  will  have  a  superb  vermilion. 

Vermilion.     Green  !  green ! 

Green.     There  you  are,  Mr.  Painter  1 

Painter.     All  the  colors 

All.     Here  we  are !  here  we  are  I 

Painter.     Will  find  their  place,  thanks  to  the  delicacy  of  my  pencil 

All.     Brush !  brush !     (  Great  confusion.) 


POKER  AND  TONGS:  OR,  HOT  BOILED  BEAKS. 

This  is  decidedly  about  as  noisy  a  game  as  can  well  be  imagined,  but 
it  also  has  the  merit  of  being  equally  simple.  Some  small  article  is  to 
be  hidden,  the  party,  whose  business  it  is  to  discover  it,  being  sent  out 
of  the  room  while  that  is  being  done.  Another  of  the  players  now 
takes  a  pair  of  tongs  in  one  hand,  and  a  poker  in  the  other.  The  seeker 
of  the  hidden  treasure  is  then  called  in,  and  begins  to  hunt  for  the  con- 
cealed article.  While  he  is  at  a  distance  from  the  spot  where  it  has 
been  placed,  the  poker,  which  is  held  between  the  legs  of  the  tongs,  is 
made  to  strike  them  alternately  with  a  slow  motion,  so  as  to  produce  a 
kind  of  melancholy  music.  But  as  he  approaches  the  concealed  trea- 
sure, the  music  becomes  more  lively,  and  as  he  recedes  from  it  more 
Blow  and  solemn ;  but  when  his  hand  is  placed  on  the  spot  where  the 
article  is  to  be  found,  the  musician  plays  a  loud  and  noisy  tune  on  hi> 
uncouth  instrument.  In  cases  where  the  rough  music  produced  by  the 
poker  and  tongs  is  offensive  to  the  ears  of  invalids  or  others,  the  pro- 
gress of  the  player  in  his  search  may  be  announced  by  assuring  him 
that  he  is  "very  cold,"  "  rather  warmer,"  "very  hot,"  or  "burning  his 
fingers,"  as  he  approaches  or  recedes  from  the  hidden  object  This 
game  is  sometimes  called  Magic  Music. 


THUS  SAYS  THE  GRAND  MUFTI. 

In  this  game  one  of  the  company  sits  ;n  a  chair,  and  is  called  the 
ltaftl  or  the  Grand  Mufti.     He  makes  whatever  grimace  or  no- 


GAMES    REQUIRING    MEM0R       AND    ATTENTION.  8^ 

tion  he  pleases,  such  as  putting  his  hand  on  his  heart,  winking,  sneez- 
ing, coughing,  stretching  out  his  arm,  smiting  his  forehead,  etc.  A\ 
each  movement  he  says,  "  Thus  says  the  Grand  Mufti,"  or  "  So  says  the 
Grand  Mufti."  When  he  says,  "  Thus  says  the  Grand  Mufti,"  ever> 
one  must  make  just  such  a  motion  as  he  does ;  but  when  he  says,  "  S^ 
«ays  the  Grand  Mufti,"  every  one  must  keep  stilL  A  forfeit  for  a  mis 
Sake  is  exacted. 


CHARACTERS:  OR,  WHO  AM  I? 

One  of  the  party  is  sent  out  of  the  room ;  some  well  known  hero, 
or  equally  well  known  character  from  a  book,  like  Dickens's  novels,  or 
Shakspeare's  plays,  is  selected,  and  when  the  absentee  returns  to  the 
assembly,  he  or  she  is  greeted  as  the  person  fixed  upon,  and  he  must 
reply  in  such  a  manner  as  to  elicit  more  information  as  to  the  charac- 
ter he  has  unconsciously  assumed 

Suppose  the  game  has  commenced,  and  when  the  player  enters  the 
room,  he  is  thus  accosted : 

"Your  military  ardor  must  have  been  very  great,  and  you  had  a 
very  adventurous  spirit,  when  you  left  your  home  in  England,  and  set 
out  with  a  determination  to   fight  the  Turks." 

"  Yes,  I  was  always  very  fond  of  adventure." 

"  Well,  you  had  plenty  of  them ;  and  when  you  were  taken  prisoner 
and  sold  to  the  Bashaw,  your  mistress  to  whom  he  presented  you,  felt 
so  much  sympathy  and  affection  for  you,  that  you  were  sent  to  hei 
brother,  but  he  not  being  so  well  pleased  with  you,  treated  you  cruelly." 

"  He  did,  and  although  I  suffered  much  from  his  treatment  I  suffered 
more  in  the  idea  of  being  a  slave." 

"  The  thought  must  have  been  terrible  to  you,"  remarks  another  of 
the  players,  "  or  you  would  not  have  killed  your  master,  hi  J  his  body, 
clothed  yourself  in  his  attire,  mounted  his  horse,  and  galloped  to  the 
desert,  where  you  wandered  about  for  many  days,  until  at  last  you 
reached  the  Russian  garrison,  where  you  were  safe." 

"  And  well  pleased  was  I  to  reach  there  in  safety,  but  was  I  then 
content  with  my  travels  ?" 

"  For  awhile,  but  the  spirit  of  enterprise,  so  great  within  you,  caused 
you  to  set  sail  for  the  English  colony  of  Virginia ;  when  you  were 
taken  a  prisoner  again  by  the  Indians,  and  your  head  placed  upon  a 
surge  stone,  in  order  to  have  your  brains  beaten  out  with  clnW 


S6  GxMES   REQUIRING   MEMORY    AND    ATTENTION. 

u  What  a  dreadful  situation  I  was  ir,  with  only  enemies  around  m*.'1 

"But  there  was  one  who  proved  a  friend;  the  young  and  beautiful 
princess,  finding  that  her  entreaties  for  your,  life  were  useless,  rushed 
forward,  laid  her  head  upon  yours,  and  thus  resolved  to  share  your 
fate,  or  save  your  life." 

"  I  am  deeply  grateful  to  Pocahontas  for  her  noble  act,  and  I  am  also 
glad  to  find  myself  so  renowned  a  person  as  Captain  John  Smith." 

Or  suppose  a  lady  has  left  the  room,  and  on  re-entering  she  is  thus 
addressed : — 

"  Your  Majesty's  many  remarkable  adventures  savor  more  of  romance 
than  reality.  Accomplished,  beautiful,  spirited,  and  very  courageous,  you 
command  our  respect,  especially  for  the  vigorous  and  energetic  action 
you  displayed  in  trying  to  aid  your  royal  husband,  who  was  preparing 
to  maintain  his  just  rights  to  the  crown  of  England.  After  purchasing 
aid  and  military  stores  in  Holland  you  set  sail  for  England,  when  there 
arose  a  great  storm  which  increased  in  violence,  until  at  length  the 
danger  became  so  imminent,  that  all  the  self-possession  of  the  passengers 
was  entirely  gone,  and  you  alone  were  quiet  and  composed,  rebuking 
their  panic,  and  telling  them  not  to  fear,  for  '  Queens  of  England  were 
never  drowned.' " 

u  That  was  a  terrible  storm,  and  we  were  all  thankful  when  we 
reached  land  in  safety." 

"But  you  had  to  put  back  to  the  port  from  which  you  sailed,  which 
caused  some  delay,  but  the  second  voyage  was  more  prosperous, 
although  you  were  closely  pursued  by  an  English  squadron,  which 
came  into  port  the  night  after  you  landed,  and  the  next  morning  the 
village  was  bombarded  by  your  enemies'  ships.  You  and  your  attend- 
ants escaped  into  the  open  fields,  stopped  at  a  trench,  and  were  obliged 
to  remain  there  for  two  hours,  the  balls  passing  over  your  heads  and 
covering  you  with  dirt ;  but  there  soon  came  an  army  to  your  relief,  at 
the  head  of  which  you  marched  triumphantly  on,  stopping  on  your 
*ray  to  take  a  town  held  by  your  husband's  enemies.  Thus  was  added 
the  glory  of  a  conquest  to  your  other  triumphs." 

"  Well,  was  I  enabled  to  reach  my  husband  after  so  many  adven- 
tures ?" 

"  Yes,  but  in  a  short  time  you  were  obliged  to  separate  again,  as  you 
were  accused  of  treason,  for  introducing  munitions  of  war  from  foreign 
countries,  for  tne  purpose  of  disturbing  the  public  peace.  After  pass- 
ing through  many  privations  and  dangers  in  order  to  escape,  you 
embarked  and  set  sail  for  France;  but  while  yet  at  sea  some  ships 
were  f«en  pursuing  and   firing   upon  you;    then  your  courage   and 


GAMES    REQUIRING    MEMORY   AND    ATTENTION.  37 

resolution  was  displayed,  while  all  the  others  were  in  despair  and  ter« 
ror ;  you  took  the  command  of  the  ship — gave  instructions  to  the  pilot 
how  to  steer — ordered  every  sail  to  be  set  that  the  ship  might  be  driven 
through  the  waters  as  rapidly  as  possible — forbade  the  captain  to  fire 
back  upon  the  pursuers,  fearing  that  it  would  occasion  delay — and  gave 
him  positive  orders,  that  so  soon  as  all  hope  of  escape  was  gone,  he 
must  set  fire  to  the  magazine  of  gunpowder,  that  by  the  explosion  yot 
might  all  be  destroyed.  In  the  meantime  the  ships  were  all  rapidly 
nearing  the  French  coast,  when  some  French  vessels  hove  in  sight* 
who  hastened  to  your  aid  and  put  the  pursuers  to  flight." 

"  What  pleasure  we  all  felt  when  we  were  safely  landed  in  France, 
feeling  at  last  secure."  * 

"  You  were  secure  then,  but  well-nigh  exhausted,  and  were  glad  to 
find  some  straw  in  the  corner  of  a  wretched  cabin,  where  the  Queen 
of  England  lay  down  to  rest  and  sleep.  You  were  soon,  however, 
escorted  in  state  to  Paris,  and  there  lived  in  great  splendor." 

"  And  what  became  of  my  royal  husband  ?" 

"  His  fate  was  a  sad  one.  After  remaining  a  prisoner  for  some  time, 
the  members  of  Parliament  brought  him  to  a  mock  trial,  treating  him 
with  every  indignity,  and  condemned  him  to  death  on  the  ground  of 
treason.  He  fell  beneath  the  executioner's  hand,  and  this  blow  com- 
pletely prostrated  your  heroic  nature." 

"  And  well  it  might,  for  was  not  he,  for  whom  I  exerted  my  strength 
and  energies,  dead;  there  was  no  more  for  Henrietta,  Queen  to 
Charles  I.  of  England,  to  do." 


THE  AVIAKY. 


A  keeper  is  first  chosen,  and  then  all  the  company  assume  th« 
names  of  different  birds,  which  they  communicate  to  the  keeper,  but 
do  not  make  known  to  each  other.  The  keeper  then  sets  down  the 
names  of  the  players,  with  that  of  the  birds  they  severally  represent, 
lest  he  should  make  any  mistake,  and  opens  the  game  in  a  bombastic 
strain,  somewhat  similar  to  the  following : — 

"  Beautiful  ladies  and  brave  gentlemen.  Regardless  of  toil,  trouble, 
or  expense,  I  have  collected  together  the  most  magnificent  aviary  ever 
seen  in  this  or  any  other  part  of  the  habitable  globe.  My  birds  are 
distinguished  by  the  beauty  of  their  plumage,  form,  and  color;  the 
melody  of  theii  voices,  and  their  general  intelligence."     He  then 


S8  GAMES   EEQUIBING   MEMOEY   AND    ATTENTION. 

repeats  the  names  of  the  birds  thought  upon,  and  expresses  his  desire 
to  know  which  of  his  birds  are  objects  of  affection  or  antipathy  to  tha 
company.     Turning  to  the  nearest  lady,  he  says — 

"  To  which  of  my  birds  will  you  give  your  heart  ?" 

"  To  which  will  you  reveal  your  secret  ?" 

U  From  which  would  you  pluck  a  feather  T* 

The  lady  may  probably  reply — 

"  I  will  give  my  heart  to  the  eagle." 

11  I  will  tell  my  secret  to  the  nightingale." 

"  I  will  pluck  a  feather  from  the  owl." 

The  keeper  makes  a  note  of  these  dispositions,  and  then  addressei 
the  same  questions  to  a  gentleman,  who  may  reply — 

"  I  will  give  my  heart  to  the  dove." 

"  I  will  tell  my  secret  to  the  lark." 

'I  will  pluck  a  feather  from  the  bird  of  paradise." 

When  any  player  says  he  will  give  his  heart  to  a  bird  named  by 
another  for  the  same  gift,  or  which  is  not  in  the  keeper's  list,  he  must 
pay  a  forfeit,  and  make  a  new  choice ;  and,  if  he  makes  a  similar  mis- 
take a  second  time,  he  must  pay  another  forfeit.  The  game  being  one 
solely  depending  on  memory,  the  players  must  pay  great  attention  to 
the  list  of  birds,  when  read  by  the  keeper,  and  to  the  choice  of  those 
who  speak  first. 

When  all  have  answered,  the  keeper  announces  the  names  of  the 
persons  represented  by  the  birds,  and  commands  each  to  salute  the  bird 
to  which  his  or  her  heart  was  given, — to  whisper  a  secret  to  the  one 
thought  worthy  of  such  confidence,  and  receive  a  forfeit  from  the  one 
whose  feather  was  to  be  plucked. 

The  players  are  forbidden  to  give  their  hearts  or  secrets  to  them- 
selves under  penalty  of  a  forfeit,  or  desire  to  pluck  their  own  feathers 
under  a  penalty  of  two. 


THE  SPORTSMAN. 

One  person  of  the  company  assumes  the  character  of  the  Sportsman, 
and  each  of  the  rest  takes  the  name  of  some  animal  of  the  chase.  The 
play  consists  in  all  or  each  of  the  persons  who  represent  the  animals, 
replying  to  the  Sportsman  in  certain  conventional  words,  relative  to  the 
particular  description  of  field-sports  he  may  mention.  Thus  when  tht 
Sportsman  speaks  of  a  "gun" 

All  the  animals  exclaim — "  Take  care,  take  core." 


GAMES    REQUIRING    MEMORY    AND    ATTENTION.  89 

A.  setter, 

The  Rabbit  cries — "To  your  burrow,  to  your  burrow" 

A  greyhound, 

The  Hare  says — "  Run,  friends,  run" 

A  staghound, 

The  Stag  says — "  /  have  good  legs.1* 

A  trap, 

The  Fox  says — "  Not  such  a  flat? ' 

A  hunting-horn, 

The  Stag  and  Fox  exclaim — "  Hark  away" 

The  powder  flask, 

All  the  birds  cry — "  Fly  away,  fly  away"  and  move  their  arms,  as 
U  in  the  act  of  flying. 

The  game-bag,   ' 

All  the  animals  drop  their  heads  upon  their  breasts  as  if  dead,  except 
th.  i  Fox,  who  says — "  I  don't  care." 

1'hose  who  fail  in  giving  the  proper  reply,  at  the  proper  time,  must 
deposit  a  forfeit. 

EXAMPLE. 

Sportsman.  What  a  beautiful  September  morning!  I  think  1 
shall  go  out  and  try  my  new  gun. 

All  the  Animals.     Take  care,  take  care. 

Sportsman.     My  setters,  too,  require  exercise. 

Rabbit.     To  the  burrow,  to  the  burrow. 

Sportsman.     I  will  not  require  the  greyhounds  to-day. 

Hare.     Run,  friends,  run. 

Sportsman.     Where  is  my  powder-flask  ? 

Birds  (moving  their  arms).     Fly  away,  fly  away. 

Sportsman.     Put  away  that  hunting-horn,  I  do  not  want  it 

Stag  and  Fox.     Hark  away. 

Sportsman.     Unkennel  the  stag-hound 

Stag.    I  have  good  legs, 

Sportsman.    Well,  gamekeeper,  anything  in  the  trap  this  morning  F 

Fox.     Not  such  aflat. 

Sportsman.  Take  the  game-bag  and  follow  me.  (All  but  the  fox 
drop  their  heads.) 

Fox.     I  don't  care. 

It  will  be  obvious  that  this  simple,  though  amusmg  game,  may  be 
prolonged  for  a  considerable  time,  the  Sportsman  being  careful  to  mark 
down  auy  of  the  game,  who  may  not,  either  by  word  or  gesture,  mako 
the  proper  reply. 


40  GAMES    REQUIRING    MEMORY    AND    ATTENTION. 

THE   ACROSTIC   SALE. 

This  is  an  excellent  game  for  young  persons,  stimulating  their  in- 
ventive talents,  and  is  a  good  exercise  in  spelling.  The  person  who 
opens  the  game  announces  that  he  has  just  returned  from  the  city, 
where  he  purchased  an  article,  which  he  names,  the  name  containing 
just  as  many  letters  as  the  number  of  the  company  assembled  to  play 
the  game.  He  further  states,  that  he  is  willing  to  barter  the  article  for 
as  many  other  articles  as  the  company,  excluding  himself,  number ; 
but  the  initial  letter  of  each  article  offered  must  be  in  regular  succes- 
sion the  letters  composing  the  article  bartered.  Furnished  with  a 
pencil  and  paper,  the  seller  notes  down  the  offers  of  the  buyers,  and, 
when  correctly  completed,  he  reads  them  aloud ;  and,  in  an  affected, 
pompous  manner,  though  quite  impromptu,  declares  what  he  intends 
to  do  with  the  articles  thus  acquired.  For  example,  in  a  oompany 
composed  of  eleven  persons,  the  seller  says : — 

"I  have  just  returned  from  the  city,  where  I  purchased  a  pianoforte, 
but  I  wish  to  barter  it — speaking  to  the  first  person — what  will  you 
give  me  for  the  first  letter,  P  ?"  The  first  person  and  the  other  nine, 
make  consecutively  their  offers,  and  the  seller  carefully  records  them, 
after  which  he  says : — 

"  You  propose  to  barter  for  my 

P  a  Pen.  F  a  Fan. 

I  an  Inkbottle.  0  an  Oar. 

A  an  Anchor.  R  a  Ruby. 

N  a  Newspaper.  T  a  Teacup. 

0  an  Orchard.  E  an  Evergreen. 

"  I  accept  the  offer,  and  this  is  the  way  I  intend  to  use  the  article* 
•o  acquired. 

"  The  Ruby  I  will  have  mounted  in  a  ring,  and  will  ever  treasure  if 
in  remembrance  of  the  donor.  The  Fan  I  will  present  to  a  certain 
lady,  who,  at  present,  shall  be  nameless.  Then  I  will  ride  into  the 
country,  where,  sitting  in  my  Orchard,  I  will  read  my  Newspaper,  and 
with  my  Pen  and  Inkbottte,  write  letters  to  you,  my  dear  friends,  from 
whose  agreeable  society  I  shall  then  be  absent.  When  tired  of  writing, 
I  will  proceed  to  the  river,  where,  with  my  Oar,  I  will  row  on  the 
water  till  evening,  then  Anchor  the  boat;  and,  after  taking  tea  from 
my  Teacup,  will  go  into  the  garden,  and  superintend  the  planting  of 
my  Evergreen." 

This  relation:  being  terminated,  the  ten  other  players  become  the 


PARLOB   GAMES.  43 

sellers  of  various  articles  in  the  same  manner.  Forfeits  are  levied 
when  articles  are  offered  for  sale  containing  more  or  less  letters  than 
the  Lumber  of  purchasers,  or  for  any  error  in  the  spelling  of  the  article* 
offered  in  exchange. 


THE   TRADES. 


A   GAME   OF   PANTOMIME. 

Each  one  of  the  company  chooses  a  trade,  which  he  exercises  in  the 
following  manner : 

The  shoemaker  mends  shoes. 

The  washerwoman  washes  clothes. 

The  painter  paints  a  portrait. 

The  cook  kneads  the  bread. 

The  locksmith  hammers  upon  an  anviL 

The  spinner  turns  her  wheel,  etc.,  etc.,  etc. 

One  of  the  players  acts  as  king  or  queen,  and  commence  the  game 
Dy  working  at  his  own  trade.  In  the  meanwhile  all  the  others  must 
make  the  movements  appropriate  to  theirs.  If  the  king  suddenly 
changes  his  trade,  and  takes  up  that  of  one  of  the  company  all  the 
rest  must  remain  inactive  except  the  player  whom  the  king  is  imitat- 
ing, and  he  must  at  once  take  up  the  king's  trade,  until  the  laUer  is 
pleased  to  adopt  another ;  then  that  player  in  his  turn  takes  the  king's 
trade,  and  all  the  rest  remain  idle  until  the  king  returns  to  his  origiual 
trade,  which  is  the  signal  for  all  present  to  recommence  their  own. 

If  any  one  of  the  company  makes  a  mistake  he  pays  a  forfeit. 


THE  FICKLE  MUSICIAK 

This  game  is  but  a  variation  of  the  preceding  one,  and  is  thought  tt« 
be  more  entertaining. 

All  the  company  form  a  circle  in  the  apartment.  The  person  who 
leads  the  game  takes  his  place  in  that  part  of  the  circle  where  he  is 
most  easily  visible  to  all.  When  the  other  players  have  each  chosen 
their  trades,  they  must  perform  the  gestures  suited  to  them  to  the 
best  of  their  ability — for  example,  the  writer  by  writing  and  folding  s 
letter,  the  painter  by  sketching  upon  the  wall,  and  so  oa. 


42  GAMES    REQUIRING    MEMORY    AND   ATTENTION. 

TLen  he  who  leads  the  game  moves  his  fingers  as  if  playing  upon 
the  flageolet,  and  may  if  he  chooses  at  the  same  time  sing  some  well 
known  song 

As  soon  as  he  ceases  and  takes  up  the  trade  of  one  of  the  players, 
the  latter  must  play  the  flageolet  in  his  turn,  moving  his  fingers  as  if  he 
had  the  instrument  in  his  hand,  without  however  being  obliged  to  sing, 
but  when  the  leader  of  the  game  resumes  the  flageolet,  or  takes  up  tho 
'rade  of  another  of  the  players,  he  who  is  playing  the  flageolet  must  at 
once  return  to  his  own  trade ;  if  he  fails  to  do  so  he  pays  a  forfeit  to 
the  leader  of  the  game. 

It  is  evident  that  this  game  requires  much  attention,  for  when  the 
leader  of  the  game  possesses  address  and  quickness,  it  is  in  his  power 
to  obtain  a  great  many  forfeits. 


THE  ECHO. 

This  game  is  played  by  reciting  some  little  story,  which  Echo  is  sup- 
posed to  interrupt,  whenever  the  narrator  pronounces  certain  words 
which  recur  frequently  in  his  narrative.  These  words  relate  to  the 
profession  or  trade  of  him  who  is  the  subject  of  the  story.  If,  for 
example,  the  story  is  about  a  soldier,  the  words  which  would  recur  the 
oftenest  would  be  those  which  relate  to  military  apparel — such  as  the 
uniform,  the  gaiters,  the  musket,  the  sabre,  the  scabbard,  the  bayonet,  the 
knapsack,  the  cap,  the  plume,  the  pouch,  the  powder  flask,  and  accoutre- 
ments. 

Each  one  of  the  company,  with  the  exception  of  the  person  who  tells 
the  story,  takes  the  name  of  soldier,  uniform,  gaiters,  etc.,  etc.,  except 
accoutrements,  which  word  comprises  all  these  objects  in  general. 
When  the  speaker  pronounces  one  of  these  words,  he  who  has  taken  it 
for  his  name,  ought,  if  the  word  has  been  said  only  once,  to  pronounce 
it  twice ;  if  it  has  been  said  twice  to  pronounce  it  once ;  when  the 
word  accoutrements  is  uttered,  all  the  players,  except  the  soldier,  ought 
to  repeat  together  the  word  accoutrements,  either  once  or  twice,  as 
directed  above. 


A  brave  soldier,  soldier  (soldier)  received  one  morning  orders  to 
march.  Too  regardful  of  his  duty  to  subject  himself  to  blame,  he  at  once 
opened  bis  knapsack  (knapsack,  knapsack) t  from  which  .ha  drew. out  a 


GAMES    REQUIRING    MEMORY    AND    ATTENTION.  43 

pair  of  bran  new  gaiters  {gaiters,  gaiters),  he  put  on  his  uniform,  uniform 
{uniform),  took  his  sabre  {sabre,  sabre),  his  pouch,  pouch  {pouch),  his 
musket  {musket,  musket),  armed  himself  with  his  bayonet,  bayonet 
(bayonet),  and  placing  his  cap  {cap,  cap)  upon  his  head,  after  having 
well  dusted  the  plume,  plume  {plume),  he  gaily  descended  the  stairs  to 
bid  adieu  to  his  hostess,  and  set  out  for  the  army  without  forgetting  any 
of  his  accoutrements  (all,  except  the  soldier,  accoutrements,  accoutre' 
ments). 

When  he  had  gone  about  three  miles,  he  was  so  tired  that  he  was 
obliged  to  stop  for  a  moment,  in  a  wood  through  which  he  had  to 
pass ;  at  the  foot  of  an  oak  he  found  a  seat  of  moss,  very  convenient 
for  him  to  repose  upon,  and  leaning  his  musket  {musket,  musket) 
against  the  trunk  of  a  tree,  he  sat  down  and  soon  fell  asleep.  He 
had  not  slumbered  long  when  piercing  cries  awaked  him.  He  at 
once  seized  his  musket,  musket  {musket),  and  ran  with  all  speed  towards 
the  place  whence  the  cries  seemed  to  come.  What  a  spectacle  I 
Four  ruffians  were  dragging  off  a  young  woman,  to  whom  they  ad- 
dressed insulting  epithets,  as  she  struggled  in  their  grasp.  At  first  the 
coldhr,  soldier  {soldier),  takes  aim  with  his  musket  {musket,  musket),  but 
the  young  woman  struggled  so  violently  that  he  was  fearful  of  wound- 
ing her  in  his  attempt  to  render  her  assistance.  Nothing  remained  for 
him  to  do  but  to  resort  to  another  weapon,  his  sabre,  sabre  {sabre),  and 
his  bayonet  (bayonet,  bayonet).  "  Stop,  ruffians  I"  he  cried.  The  ban- 
dits seeing  that  they  had  to  deal  with  only  one  man,  divide  into  two 
parties ;  two  of  them  secure  the  woman,  while  the  other  two  advance 
to  attack  the  soldier,  soldier  {soldier).  The  latter  takes  advantage  of 
this  moment,  when,  without  danger  to  the  lady,  he  can  use  his  other 
weapon,  and  brings  to  the  ground  one  of  his  assailants,  by  a  shot  from 
his  musket  {musket,  musket).  The  other,  to  avenge  his  comrade,  dis- 
charges a  pistol,  which  pierces  the  cap  {cap,  cap)  of  the  soldier,  soldier, 
{soldier),  without  wounding  him.  The  latter  attacks  him  with  the  bayo- 
net (bayonet,  bayonet),  and  stretches  him  upon  the  ground  beside  his 
comrade.  At  sight  of  this,  the  two  others  set  the  woman  at  liberty 
and  take  to  flight.  The  brave  soldier  (soldier,  soldier)  casts  upon  the 
ground  his  knapsack,  uniform,  gun,  pouch  and  cap  (repeat  each  of  these 
words  twice)  in  less  than  a  second.  "  Take  care  of  my  accoutrements" 
(all :  accoutrements,  accoutrements),  he  says  to  the  woman,  and  with  his 
drawn  sabre  (sabre,  sabre)  in  his  hand,  he  flies  in  pursuit  of  the  bandits. 
One  of  them  stumbles  over  the  root  of  a  tree  and  falls;  the  soldier, 
Boldier  (soldier),  without  stopping  for  a  moment,  strikes  him  with  his 
sabre  (sabre,  sabre),  upon  the  head,  and  then  hastens  after  tjthe  .torjth 


44  GAMES    EEQUIRING    MEMORY    AND    ATTENTION. 

brigand,  whom  he  overtakes  and  fells  to  the  ground.  He  then  return! 
to  the  spot  where  he  had  thrown  down  his'  accoutrements  {accoutre- 
ments, accoutrements)  that  he  might  run  the  faster ;  woman,  knapsack, 
musket,  pouch,  cap,  (repeat  twice  each  word)  all  had  disappeared,  aa 
well  as  the  two  ruffians  whom  he  had  first  wounded ;  nothing  was  left 
to  him  but  his  gaiters  {gaiters,  gaiters),  and  sabre,  sabre  {sabre),  with- 
out the  scabbard  {scabbard,  scabbard),  and  he  was  obliged  to  repair  to 
the  nearest  magistrate  to  make  a  deposition  of  the  facts,  and  complete 
his  accoutrements  (all :  accoutrements,  accoutrements). 

This  story  may  serve  as  a  model  for  an  infinite  number  of  others. 
The  narrator  must  be  careful  to  require  forfeits  from  those  who,  ■  arried 
away  by  the  interest  of  the  tale,  forget  to  perform  the  part  ol  Ocho, 
or  who  fail  to  do  so  the  reAuisite  number  of  times. 


THE  BOARDING  SCHOOL  MISTRESS; 

OR, 

THE  TELL-TALE  LITTIK  ITSTSER. 


This  game  is  particularly  intended  for  young  ladies ;  if,  however,  a 
few  young  gentlemen  are  of  the  company,  th*%ir  presence  may  contri- 
bute to  render  it  the  more  amusing. 

All  the  company  place  themselves  in  a  semicircle,  within  which  is  a 
seat  more  elevated  than  the  rest,  for  the  schoolmistress,  whom  they  at 
once  proceed  to  choose.  The  latter  selects  another  of  the  company, 
who  takes  her  place  upon  a  stool  in  front  of  her  corcnpnions,  and  must 
be  prepared  to  answer  all  the  accusations  which  the  nr streps  may  bring 
against  her. 

Mistress.  You  ventured  to  go  out  yesterday  without  my  permis- 
sion- -where  did  you  go  ? 

Accused.  To  my  Aunt's  (here  she  points  to  one  of  her  com- 
panions, who  must  at  once  answer,  "  Yes,  mistress,"  or  pay  a  forfeit. 

Mistress.  That  is  not  all ;  you  have  been  somewhere  ehe,  my 
thumb  tells  me  so.  At  the  word  thumb  the  Accused  answers — "  It 
knows  nothing  about  it,"  which  she  repeats  until  tli3  Mistress  nari'ef 
another  finger 


GAMES    REQUIRING    MEMORY    AND    ATTENTION.  45 

Mistress.     And  what  is  worse  you  did  not  go  alcne. 

Accused.     It  knows  nothing  about  it. 

Mistress.     Still  it  says  that  you  were  in  a  grove. 

Accused.     It  knows  nothing  about  it. 

Mistress.  And  that  a  handsome  young  man  was  there  at  the  same 
time. 

Accused.     It  knows  nothing  about  it. 

Mistress.  You  have  even  dined  in  company  with  him.  It  is  my 
middle  finger  tells  me  this. 

Accused.  Do  not  believe  it.  (This  is  the  phrase  where  the  middle 
finger  is  spoken  of.) 

Mistress.     And  in  a  private  room. 

Accused.  Do  not  believe  it.  My  neighbor  knows  to  the  contrary. 
(She  points  to  another  young  lady,  who  must  answer —  Yes,  mistress.') 

Mistress.     After  the  dinner,  which  lasted  for  a  long  time. 

Accused.     Do  not  believe  it. 

Mistress.     The  young  man  brought  you  back  in  a  carriage. 

Accused.    Do  not  believe  it. 

Mistress.     And  the  carriage  was  overturned  in  crossing  a  brook. 

Accused.    Do  not  believe  it. 

Mistress.     And  when  you  returned,  your  dress  was  wet  and  torn. 

Accused.  Do  not  believe  it.  I  can  bring  the  testimony  of  one, 
two,  or  three  of  my  companions.  (She  points  towards  those  who  are 
inattentive  to  the  game  in  preference  to  the  others.  They  must  an- 
swer—  Yes,  mistress,  or  pay  a  forfeit.) 

Mistress.     It  is  my  little  finger  that  has  told  me  so. 

Accused.  Pardon  me,  mistress,  it  has  told  a  falsehood.  (All  the 
f  oung  ladies  say  at  the  same  time — "Ah !  the  wicked  little  finger  !") 

Mistress.     It  insists  upon  it,  however. 

Accused.     It  has  told  a  falsehood.     Ask  all  my  companions. 

All,  without  uttering  a  word,  lift  up  the  right  hand  as  if  to  attest  the  false  • 
hood  of  the  accusation.     The  slightest  hesitation  is  punished  by  a  forfeit. 

Mistress.     It  says  that  all  these  young  ladies  tell  a  falsehood. 

All  rise.  Those  who  keep  their  seats  pay  a  forfeit.  The  Accused 
returns  among  her  companions ;  a  new  Mistress  is  chosen,  who  desig- 
nates a  new  culprit,  and  the  game  continues. 

If,  on  the  contrary,  the  first  Mistress,  content  with  the  testimony 
which  the  young  ladies  have  given  without  rising,  announces  that  the 
little  finger  declares  that  it  was  mistaken,  she  can  bring  forward  new 
charges,  tc  which  the  culprit  must  answer  in  the  same  manner  as  before 
described. 


46  GAMES   REQUIRING    MEMORY    AND   ATTENTION. 

MY  AUNT'S  GARDEN. 

The  company  form  a  circle,  and  the  one  who  understands  the  game 
best,  turns  to  his  next  neighbor  and  speaks  as  follows : 

u  I  come  from  my  aunt's  garden  I  In  my  aunt's  garden  are  foui 
corners/' 

Each  of  the  players  repeats  in  succession  the  same  phrases  without 
adding  or  leaving  out  a  syllable,  under  penalty  of  a  forfeit,  and  at  the 
same  time  losing  his  turn  to  complete  the  sentence,  when  the  one  who 
is  next  to  him  takes  it  up  without  giving  him  time  to  correct  himself. 

When  the  turn  comes  again  to  the  first  speaker,  he  repeats  what  he 
nas  just  said,  and  adds,  "  In  the  first  corner  there  is  a  geranium." 

The  others  then  in  their  turn  repeat,  not  only  this  phrase,  but  that 
which  they  have  already  repeated,  paying  a  forfeit  for  the  least  mis- 
take. 

This  round  finished,  the  leader  of  the  game  repeats  the  whole,  and 
adds — "  In  the  second  corner  there  is  a  rose,  I  would  like  to  kiss  you, 
but  I  dare  not." 

After  the  third  round  he  adds — "  In  the  third  corner  there  is  a  lily 
of  the  valley,  tell  me  your  secret." 

Then  each  player  after  having  repeated  the  whole  of  these  pLrasea 
in  his  turn,  whispers  a  secret  into  the  ear  of  his  next  neighbor. 

At  the  end  of  the  fourth  repetition,  the  chief  player  adds — "  In  the 
fourth  corner  there  is  a  poppy — that  which  you  told  me  iu  a  whisper 
repeat  aloud." 

In  proportion  as  the  discourse,  which  has  now  arrived  at  its  climax, 
passes  round  the  circle,  each  player  finds  himself  obliged  to  divulge  the 
secret  which  he  has  confided  to  his  companion,  causing  often  cons:der- 
able  embarrassment  to  those  who  had  not  expected  the  game  to  take 
this  turn,  and  to  find  themselves  laid  under  this  obligation. 


THE  KEY  OP  THE  KING'S  GARDEN. 

This  game,  like  "My  Aunt's  Garden,"  consists  of  short  sentences 
which  each  player  is  obliged  to  repeat  without  mistake,  but  to  which 
new  sentences  are  affixed,  which  must  be  repeated  by  each  one  in  his 
turn,  and  without  error,  under  penalty  of  a  forfeiture. 

The  following  are  some  of  the  phrases,  which  may  be  multiplied  to 
bfinity: 

"  I  sell  you  the  Key  of  the  King's  Garden." 


GAMES    REQUIRING    MEMORY     AND    ATTENTION  4? 

"  I  sell  you  the  Cord  that  held  the  Key  of  the  King's  Garden.* 

"  I  sell  you  the  Eat  that  gnawed  the  Cord,"  etc. 

"  I  sell  you  the  Cat  that  ate  the  Rat,"  etc. 

"  I  sell  you  the  Dog  that  killed  the  Cat,"  etc. 

"  I  .sell  you  the  Stick  that  beat  the  Dog,"  etc. 

"  I  sell  you  the  Fire  that  burnt  the  Stick,"  etc. 

"  I  sell  you  the  Water  that  quenched  the  Fire,"  etc. 

"  I  sell  you  the  Pail  that  carried  the  Water,"  etc.,  etc. 


THE  LITTLE  MAN'S  HOUSE. 

All  the  company  place  themselves  in  a  circle,  and  the  one  who 
understands  the  game  conducts  it. 

The  leader  of  the  game  begins  thus, — presenting  a  key  or  some  other 
article  to  his  neighbor,  he  says  to  him — "  I  sell  you  my  Little  Man." 
All  having  repeated  this,  the  leader  says — "  I  sell  you  the  House  of  my 
Little  Man." 

The  third  time  the  leader  says — "  I  sell  you  the  Door  of  the  House 
of  my  Little  Man." 

The  fourth  time — "  I  sell  you  the  Lock  of  the  Door,"  etc. 

The  fifth  time — "  I  sell  you  the  Key  of  the  Lock,"  etc. 

It  is  evident  that  this  game  may  be  prolonged  to  any  extent.  It 
resembles  the  game  of  "  The  Key  of  the  King's  Garden."    : 

For  every  mistake  the  player  pays  a  forfeit. 


RUN  FOR  YOUR  LIVES. 

This  game  is  a  very  pretty  variation  of  that  of  "  The  House  of  the 
Little  Man,"  "  The  Key  of  the  King's  Garden,"  and  others  of  the  same 
kind.  It  differs  from  them,  however,  in  this,  that  some  sort  of  a  story 
must  be  invented,  and  this  story  must  have  a  particular  ending,  which 
will  lead  to  the  penalty  of  forfeits ;  the  mistakes  also  committed  in  the 
repetition  of  the  phrases,  of  which  the  story  is  composed,  lead  likewise 
to  the  paying  of  forfeits. 

EXAMPLE. 

The  leader  of  the  game  says  to  his  right  hand  neighbor — "  Here  is 
m  engraving  ' 


48  GAMES    REQUIRING    MEMORY    AND    ATTENTION 

The  right  hand  neighbor  repeats  these  words  to  his  right  hand  neigh- 
bor, and  so  on  to  the  last  player. 

When  the  last  player  has  repeated  these  words  to  the  leader  of  the 
game,  the  latter  continues — 

"  Here  is  an  en-graving  which  represents  a  young  lady  "  (repeated 

throughout  the  circle  as  before).    ''Here  is  an  engraving,"  etc., 

"stopped  by  three  robbers  "  (as  before). "Here  is,"  etc., "the  first 

leizes  Ler  "  (as  before). "Here  is,"  etc., "  the  second  puts  a  po- 
niard to  her  heart"  (as  before). "  Here  is,"  etc., "  the  third  now 

perceiving  the  police  officers  coming  up,  cries  out — '  Hun  for  your  lives  ! ' " 

At  this  cry  all  the  company  start  up  and  run  away,  except  those 
who,  unacquainted  with  the  game,  remain  in  their  seats,  during  this 
alarm,  and  are  therefore  obliged  to  pay  a  forfeit  for  their  ill-timed  sense 
of  security. 

o 

CONFESSION  BY  A  DIE. 

The  company,  which  may  consist  of  both  sexes,  and  of  any  number 
first  agree  upon  the  choice  of  a  Confessor  and  when  he  is  chosen  the 
game  commences. 

He  takes  some  blank  cards,  equal  in  number  to  that  of  the  persona 
who  compose  the  company,  keeps  another  for  himself,  upon  which  he 
secretly  writes  that  which  (for  this  occasion)  he  intends  to  call  a  sin  or 
forbidden  act.  Then  addressing  himself  to  the  one  who  is  nearest  to 
him  on  the  right,  he  commands  him  to  rise,  places  in  his  hand  a  die, 
which  the  other  rolls  upon  the  table,  and  the  number  of  spots  upon  its 
upper  surface  indicates  the  number  of  faults  of  which  he  must  accuse 
himself. 

The  penitent  takes  his  seat,  writes  out  his  confession,  hands  it  re- 
spectfully to  the  confessor,  who  compares  it  with  the  sin  which  he  has 
written  down  in  advance.  If  this  sin  is  found  in  his  confession  the 
penitent  pays  a  forfeit ;  if  not,  he  is  pronounced  absolved ;  but  in 
either  case  his  confession  is  read  aloud,  because  the  other  players, 
when  summoned  in  their  turn,  are  not  allowed  to  accuse  themselves  oi 
a  sin  which  any  of  those  who  precede  them  may  have  acknowledged 
themselves  guilty  of.  The  result  of  this  is,  tiat  some  one  of  the  num- 
ber at  last  names  the  fault  inscribed  upon  the  card  of  the  Confessor. 

The  following  is  an  example  of  this  game,  in  which  the  sin  written 
down  as  a  heinous  offence,  is  Idleness. 

The  confessor,  addressing  one  of  the  ladies  of  the  company,  savs — "  My 
daughter,  is  there  not  something  that  weighs  upon  your  conscience?" 


GAMKS    RKQIMRIW    MFMOKY    ANT)    ATTKNTTOV.  19 

"Alas!  yes,  my  father." 

"Rise,  take  this  die,  and  cast  it  upon  this  table.  You  have  tnrewn 
ft  four :  confess  your  four  sins." 

The  penitent  writes  out  her  confession,  and  hands  it  to  him.  The 
Confessor,  after  having  read  the  confession  to  himself,  says,  "  Go,  ivy 
daughter;  you  are  innocent,  for  these  are  the  faults  of  which  you  have 
confessed  yourself  guilty : — 

"  '  I  have  frequented  balls. 

"  '  I  have  slandered  my  neighbor. 

"  '  I  have  gone  every  evening  to  the  theatre. 

"  ■'  I  have  eaten  meat  in  Lent.' 

"  These  sins  are  forgiven.  Go  in  peace,  and  be  more  careful  for  the 
future,"' 

"And  you,  my  son,  is  there  nothing  with  which  you  have  to  reproach 
yourself?" 

"Alas!  too*  much,  my  father!" 

"  Rise,"  etc.,  as  above.  "  You  are  guilty,  pay  a  forfeit,  for  you  accuse 
yourself — 

"  '  Of  having  spent  yesterday  at  the  gaming-table. 

"  '  Of  being  addicted  to  all  kinds  of  intoxicating  drinks. 

"  'Of  carefully  avoiding  all  kinds  of  labor,'  "  etc.,  etc.,  etc. 

The  Confessor  does  not  declare  the  name  of  the  sin  inscribed  upon 
his  card  until  all  the  company  have  confessed. 

The  round  finished,  another  Confessor  is  named,  who  also  chooses  a 
sin  which  he  considers  heinous,  and  the  game  recommences ;  and  in 
this  second  round,  or  in  as  many  as  may  follow,  it  is  forbidden  to  select 
a  fault  already  written  down  by  any  of  the  Confessors  who  have  pre- 
viously officiated,  or  any  acknowledged  by  the  penitents;  any  error  of 
this  kind  is  easily  ascertained,  as  all  the  confessions  are  preserved  untU 
the  game  terminates.     This  rule  greatly  multiplies  the  forfeits. 


THE    CURATE. 


In  this  game  one  of  the  company  must  act  the  part  of  the  Curate, 
and  the  remainder  must,  each  one,  select  a  trade  or  profession.  Then 
the  Curate  must  address  one  of  the  company  with  the  words,  "  I  have 
just  come  from  your  house,  Mr.  Optician,  or  Madam  Dressmaker,"  (or 
he  may  name  any  one  of  the  trades  chosen,)  "but  T  did  not  find  you 
in  •  where  were  you  ?" 


50  GAMES    REQUIRING    MEMORY    AND    ATTENTION, 

I.  Then  the  person  questioned  replies :  "  I  was  at  the  tailor's,  the 
hairdresser's,  the  jeweller's,"  etc.,  naming  any  one  of  the  trades 
selected. 

II.  The  person  who  has  chosen  the  trade  named,  instead  of  replying. 
"It  is  not  true,"  inquires,  "For  what  purpose?"  and  the  other  must 
frame  an  answer  suitable  to  the  trade  which  he  has  named. 

For  example :  if  he  says  he  has  been  to  the  bookseller's,  he  must 
answer,  "It  was  to  obtain  books;  but  where  were  you?"  The  book- 
seller will  then  excuse  his  absence  by  saying,  "  I  was  at  the  bookbind- 
er's," who  in  his  turn  must  ask  him,  "  For  what  purpose  ?"  when  he 
will  reply,  "  To  have  some  books  bound ;  but  where  were  you  ?"  Then 
the  bookbinder  must  excuse  himself  by  referring  to  some  other  of  the 
trades  selected.  A  forfeit  is  due  from  every  player  who  fails  to  make 
an  answer  suitable  to  the  trades  named,  or  who  gives,  as  a  motive  for 
a  visit,  any  reason  previously  given. 

The  players  also  may  say  that  they  have  been  to  the  Cftrate's,  and  ai 
his  question,  "  For  what  purpose  ?"  they  must  answer,  "  To  be  mar- 
ried," or  make  some  reply  suitable  to  a  Curate's  profession;  "but  where 
were  you  ?"  and  the  curate  is  also  obliged  to  make  an  answer  that  suits 
the  trade  of  that  one  of  the  company  whom  he  says  he  was  visiting. 

This  game  is  very  useful  in  giving  young  persons  correct  general 
ideas  concerning  the  various  trades  and  professions. 


THE  PAGE  OF  LOVE. 

He  who  proposes  this  game  (and  no  one  ought  to  propose  a  game 
that  does  not  know  how  to  lead  it,  unless  for  the  purpose  of  desig- 
nating another  player  to  conduct  it  who  understands  it  well),  he,  I  say, 
who  proposes  this  game,  distributes  a  pack  of  cards,  by  twos  or  threes, 
equally  among  the  company,  according  to  their  number,  until  he  has 
dealt  out  all  but  a  few,  which  he  reserves  as  his  own  stock — this  he 
alone  is  at  liberty  to  inspect,  which  he  does  when  he  pleases,  since  he 
takes  no  other  part  in  the  game  than  the  supervision  necessary  to  con- 
duct it.  Those  who  have  received  their  cards  must  keep  them  care- 
fully concealed,  so  as  not  to  give  any  advantage  to  their  companions. 

After  the  cards  arc  all  distributed,  the  leader  of  the  game  says  tu 
the  person  nearest  to  him.  "Have  you  read  the  Page  of  Love?" 

He  answers,  "I  have  read  the  Page  of  Love." 

"What  have  vou  soon  upon  the  Pagre  of  Love?" 


GAMES    REQUIRING    MEMORY    AND    ATTF.NTTON.  5l 

u  I  have  seen"  (liere  the  person  who  replies  names  any  caru 
which  he  fancies,  provided  it  is  not  among  those  wlndi  he  holds  in  his 
own  hand). 

The  leader  of  the  game  inspects  his  stock,  and  if  the  card  named  is 
among  them,  the  person  who  has  named  the  card  pays  a  forfeit ;  if  it 
is  not  in  the  stock,  then  each  player  examines  his  cards,  and  the  one 
who  has  it  places  it  in  the  hands  of  the  leader. 

If  the  person  -who  names  the  card  and  the  one  who  finds  it  are  of 
different  sexes,  the  result  is  a  kiss  between  them;  if  of  the  same  sex, 
both  pay  a  forfeit.  In  either  case  the  game  continues ;  that  is  to  say, 
the  one  who  has  responded  questions  in  his  turn  his  right-hand  neigh- 
bor, employing  the  phrase  already  given — "  Have  you  read  ?"  and  so 
on,  until  all  the  cards  are  returned  to  the  dealer. 

In  naming  card  after  card,  it  is  natural  that  some  of  them  should  be 
named  a  second  time.  The  player  who  is  guilty  of  this  mistake  is 
obliged  to  pay  a  forfeit.  To  discover  this,  and  avoid  useless  trouble, 
the  leader  should  keep  the  named  cards  carefully  together,  let  none  of 
the  company  see  them,  and  inspect  them  whenever  a  player  names  a 
card. 

It  is  an  absolute  rule  that  every  named  card  which  is  found  among 
those  collected  in  his  hand,  should  cost  a  forfeit  to  the  one  who  through 
carelessness  or  forge tfulness  has  committed  this  fault.  In  proportion 
as  the  cards  are  gradually  withdrawn  from  the  hands  of  the  players, 
those  who  are  left  without  any  retire  from  the  game.  They  are  not 
allowed  to  give  advice  to  the  others,  who  are  still  playing,  under  tha 
penalty  of  paying  a  forfeit. 


CUPID'S  BOX. 

This  game,  invented  to  compel  forfeits,  is  played  in  the  following 
manner: 

The  one  who  commences  offers  a  box  to  his  right-hand  neighbor, 
and  says :  "  I  sell  you  my  Cupid's  Box,  which  contains  three  phrases — 
To  Love,  to  Kiss,  and  to  Dismiss"  The  neighbor  answers:  "  Whom 
do  you  love  ?  whom  do  you  kiss  ?  whom  do  you  dismiss  ?" 

At  each  of  these  questions,  which  are  put  separately,  the  person  who 
has  given  the  box  names  some  individual  present  whom  he  Loves 
Kisses,  or  Dismisses.  The  person  whom  he  kisses  must  in  reality  kiss 
him,  and  the  one  that  he  dismisses  pays  a  forfeit.    A  player  may  Love, 


«^2  RUSES    AND    CATCH    GAMES. 

Kiss,  or  Dismiss  several,  or  even  all  of  those  present',  but  this  is  per- 
mitted only  once  during  the  game — a  regulation  which  brings  it  to  a 
termination. 


THE  INTERRUPTED  REPLY. 

The  company  place  themselves  in  a  circle.  The  one  who  com- 
mences says  in  a  whisper  to  his  right-hand  neighbor,  "  Of  what  use  is 
a  book  ?"  (or  any  other  article  he  may  select.) 

His  neighbor  must  answer,  correctly,  "  It  is  of  use  to  read,"  and 
then  ask  another  question  of  his  fight-hand  neighbor — for  instance, 
"  Of  what  use  is  a  goblet  ?" 

The  art  in  this  game  consists  in  so  framing  one's  questions,  that  they 
will  produce  answers  altogether  unsuited  to  the  preceding  question. 
If  the  answer  is,  "  It  is  of  use  to  drink  from,"  a  laughable  consequence 
ensues ;  for,  when  the  round  is  finished,  or  in  other  words,  when  the 
person  who  has  commenced  the  game  has  been  questioned  in  his  turn, 
the  questions  and  answers  are  repeated  aloud,  by  taking  the  answer 
of  the  person  on  the  players  right  as  a  reply  to  the  question  of  the 
person  on  his  left,  it  follows,  that  to  the  question,  "  Of  what  use  is  a 
book  ?"  one  of  the  company  has  answered,  "  It  is  of  use  to  drink 
from ;"  and  so  on  with  the  rest  of  the  questions  and  answers. 


%ms  antr  cfeitjj  tors, 

HAVING  FOR  THEIR  OBJECT 

TRICK  AND  MYSTIFICATION. 


SCISSORS  CROSSED  OR  NOT  CROSSED. 

jSach  player  in  his  turn  passes  to  his  neighbor  a  pair  of  scissors,  or 
any  other  object,  saying — "I  give  you  my  scissors  crossed  (or  not 
orossed'\ 


RUSES    AND    CATCH    GAMES.  53 

If  the  former,  the  player,  as  he  utters  the  words,  must  cross  his  arma 
or  his  feet  in  a  natural  manner.  If  the  latter,  he  must  be  careful  tc 
Keep  them  separate.  The  person  who  receives  the  scissors  must  be 
careful  to  imitate  this  action.  Many  persons,  from  mere  want  ol 
attention,  render  themselves  liable  to  forfeits  in  this  game,  and  withoit 
knowing  why — their  surprise  produces  the  chief  part  of  the  arr  use- 
is  ent. 


THE  MOLE. 

This  simple  game  consists  merely  in  saying  to  one  of  the  players— 
"  Have  you  seen  my  mole  ?" 

The  latter  answers,  "  Yes,  I  have  seen  your  mole." 
u  Do  you  know  what  my  mole  is  doing  ?" 
"  Yes,  I  do  know  what  your  mole  is  doing." 
"  Can  you  do  as  it  does?" 

The  person  who  replies  must  shut  his  eyes  at  each  answer;  if  he 
fails  to  do  so  he  pays  a  forfeit. 


I  HAVE  JUST  COME  FROM  SHOPPING. 

The  company  form  a  circle,  and  one  of  the  party  who  composes  it 
says  to  her  right  hand  neighbor — "I  have  just  come  from  shopping." 

"What  have  you  bought?"  rejoins  the  latter.  "A  robe,  a  vest, 
stockings,  flowers ;"  in  fine,  anything  that  comes  into  the  purchaser's 
head,  provided  that  in  uttering  the  words  she  can  touch  an  object 
similar  to  the  one  she  names.  Those  who  neglect  to  do  this  must  nay 
a  forfeit;  a  forfeit  can  be  required  also  from  any  one  who  name*  an 
object  which  has  been  named  by  any  player  previously. 


THE  COOK  WHO  LIKES  NO  PEAS. 

The  leader  of  the  game  must  put  the  following  question  tc  his  right 
Jiand  neighbor,  and  also  to  all  the  players  in  succession. 
"My  cook  likes  no  peas — what  shall  I  give  her  to  eat?" 
if  any  player  replies — "  Potatoes,  parsnips,"  the  other  answers,  "  Sho 
does  not  like  them ;  pay  a  forfeit." 


54 


BUSES    AND   CATCH    GAMES. 


Blit  if  another  says,  "  Onions,  carrots,  veal,  chickens.'  She  likes 
them,  and  consequently  no  forfeit  is  required  of  the  player. 

The  trick  of  this  game  is  evident.  It  is  the  letter  P  that  must  be 
avoided.  Thus,  tc  escape  the  penalty  of  a  forfeit,  it  is  necessary  thart 
the  players  should  propose  some  kind  of  vegetable  or  food  in  which 
the  letter  P  does  not  occur,  such  as  beans,  radishes,  venison,  etc.,  etc. 


THE  DIVINER. 

The  point  of  this  game  consists  in  divining  a  word  which  is  named, 
together  with  several  others.  Two  of  the  players  commonly  agree 
between  themselves  to  place  it  after  an  object  that  has  four  legs,  for 
instance,  a  quadruped,  a  table,  etc.,  etc. 


If  Emily  wishes  to  have  Henry  guess  the  word  which  Susan  has 
secretly  told  her,  she  says  to  him,  "  Susan  has  been  shopping ;  she  has 
bought  a  rose,  a  dress,  some  jewelry,  a  table,  a  bonnet,  a  shawl" 

Heniy  of  course  will  easily  guess  that  the  object  in  question  is  a 
bonnet,  for  the  word  " table"  which  precedes  it,  has  four  legs. 


THE  CHERRIES. 

Each  of  the  company  takes  the  name  of  a  fruit,  as  a  Pear,  Apricot, 
Teach,  Plum,  etc. 

A  basket  of  cherries,  with  their  long  stems,  is  placed  on  the  table. 

Then  the  person  who  conducts  the  game  says,  "Who  will  have 
gome  cherries  ?"  Each  one  replies,  "  I  will,"  and  takes  one  from  the 
basket. 

The  company  then  take  their  seats,  except  the  questioner,  who 
stands  in  the  micVUe  of  the  circle,  and  says,  "I  should  like  to  exchange 
my  cherry  for  a  pear,"  or  any  oilier  fruit  he  chooses  to  name,  which 
may  have  been  selected  by  the  players.  The  one  who  has  taken  the 
name  of  "Pear,"  must  answer  immediately,  "I  have  got  a  pear." 
"  Well,  then,"  says  the  questioner,  "  give  me  your  pear  and  I  will  give 
you  my  cherry."  "  How  will  you  have  it  ?"  replies  the  person  thus 
addressed,  ':by  the  fruit  or  by  the  stem?"  Let  u^  suppose  the  ques- 
tioner says,  "  By  the  fruit."     Tn  tha*  "ass.'  the  other  ha*s  several  way* 


RUSES    AND    CATCH    GAMES.  5^ 

of  obeying.  He  may  place  the  stem  in  his  mouth,  and  let  the  cherry 
be  taken  from  it,  or  put  it  in  his  hair,  or  in  his  slipper,  01  under  a 
candlestick. 

There  is  still  another  way  of  replying  to  the  words — "  By  the  fruit," 
that  is,  to  throw  the  cherry  in  his  face.  Then  confused  and  mortified, 
he  replies — "  This  pear  is  not  ripe."  He  then  pays  a  forfe.'  t,  and  renews 
his  questions,  naming  another  fruit  which  he  chooses,  and  with  the 
same  results. 

Sometimes,  instead  of  wishing  to  have  it  by  the  fruit,  the  questioner 
asks  to  have  it  by  the  stem.  Then  the  other,  holding  the  cherry  be- 
tween his  fingers,  offers  the  stem  of  the  fruit,  and  lets  him  take  it. 

Instead  of  holding  it  between  his  fingers,  he  puts  the  cherry  in  his 
mouth,  the  questioner  seizes  it  by  the  stem,  but  to  no  purpose,  the 
cherry  becomes  detached,  the  other  swallows  it,  leaving  him  the  stem, 
disappointing  him,  and  claiming  a  forfeit  into  the  bargain.  His  only 
resource  then  is,  to  offer  to  exchange  his  cherry  for  some  other  fnrt, 
when  the  person  who  has  taken  this  fruit  for  his  name,  tries  to  entrap 
him  in  the  same  way. 


THE   SLAVE  DESPOILED. 

This  game  was  formerly  a  favorite  game  with  our  grandmothers  and 
grandfathers,  and  for  this  reason  we  cannot  omit  describing  it  to  our 
readers. 

The  game  is  played  by  choosing  a  King  or  a  Qaeen,  who  takes  his 
or  her  seat  upon  a  high  chair  or  throne  at  one  end  of  the  parlor ;  then 
a  Slave  is  chosen,  who  seats  himself  upon  a  stool  at  the  foot  of  the 
throne. 

The  King  calls  upon  one  of  the  company  by  name,  arid  says  to  him 
—  "Come  up  near  my  slave." 

If  the  person  thus  summoned  is  unacquainted  with  the  game,  he  is 
apt  to  come  suddenly  forward,  when,  after  paying  a  forfeit  for  his  trou- 
ble, he  is  obliged  to  take  the  place  of  the  Slave,  wilnout  having  the 
reason  explained  to  him,  in  order  not  to  put  the  others  on  their  g^ard. 
If  the  person  is  familiar  with  the  game,  he  says — "Sire,  may  I  dare?" 
The  King  replies — "Dare!"  Then  he  comes  forward,  and  says — 
"Sire,  I  have  obeyed.     What  shall  I  do  now?" 

The  King  then  commands  him  to  despoil  the  Slave  of  some  article 


56  RUSES    AND    CATCH    GAMES. 

of  liis  clothing,  naming  any  that  he  pleases,  for  instance,  a  comb,  a 
breast-pin,  a  bracelet,  handkerchief,  etc. 

But  the  other,  under  the  same  penalty  (that  is  of  a  forfeit)  must  be 
careful  not  to  obey,  without  pronouncing  beforehand  the  formula — 
'  Sire,  may  I  dare  ?"     To  which  the  King  replies  as  before — "  Dare !" 

After  obeying  the  order,  the  player  says  again — "I  have  obeyed. 
Sire,  what  shall  I  do  next  ?"  The  King  then  either  commands  him  to 
do  something  else,  or  says — "Return  to  your  place."  This  aommand, 
however,  the  player  must  be  careful  not  to  obey  at  oxue,  if  he  wishes 
to  avoid  paying  a  forfeit,  and  taking  the  place  of  the  Slave.  He  must 
answer — "  Sire,  may  I  dare  ?"  and  he  must  not  return  until  he  has 
received  the  answer — "Dare!" 

It  very  rarely  happens  that  the  Slave  finds  himself  despoiled  of  many 
articles  of  his  apparel,  since  the  person  commanded  to  perform  this 
office  is  pretty  sure,  sooner  or  later,  to  neglect  the  formula,  thereby 
becoming  a  Slave  in  his  turn,  and  in  his  turn  liable  to  be  despoiled. 


THE  PIGEON  FLIES. 

This  is  a  very  simple  game.  Each  one  of  the  company  places  a  finger 
upon  a  table,  or  upon  the  lap  of  the  leader  of  the  game,  and  each  must 
raise  his  linger  as  soon  as  the  leader  says — "  Pigeon  (or  he  may  name 
any  other  bird)  flies." 

If,  out  of  mischief,  he  names  any  object  that  is  not  a  bird,  and  any 
one  of  the  players  raises  his  finger  by  mistake,  the  latter  pays  a  forfeit, 
for  he  ought  not  to  raise  it  except  a^ter  the  name  of  some  bird  or 
winged  insect. 

o 

THE  SORCERER  BEHIND  THE  SCREEN. 

The  players  conceal  behind  a  screen,  or  behind  the  door  of  au 
adjacent  chamber,  the  one  of  their  number  from  whom  they  ta  ish  t.<? 
obtain  forfeits.  The  rest  of  the  company  place  themselves  out  of  his 
sight,  and  the  one  who  leads  the  game  calls  out  to  him — 

"Are  you  there?     Are  you  ready?"     "Yes,  begin!" — "Do   you 

know  Miss ?"  (naming  one  of  the  ladies  of  the  company.)     "  Yes.'' 

— "Do  you  know  her  dress?"  "Yes." — "Her  shawl?"  "Yes." — 
"Do  you  know  ber  slippers?"  "Yes." — "Her  collar?"  "Yes." — 
"Her  fflQV.es?"     "Yes." — "And  her  ring0"     "Yes." — "You  know 


RUSKS   AND   CATCH   GAMES.  5*1 

then  everything  that  she  wears?"     "Yes."— "Her  belt?"     "Yes. 
—"Her  fan?"     "Yes." 

The  questioner  adds  as  many  articles  of  dress  as  he  pleases,  or 
changes  them  at  his  pleasure.  The  other  always  answers,  "  Yes." 
"  Since  you  know  her  so  well,  tell  me  what  article  of  her  dress  I  touch  ?" 

Tf  the  sorcerer  has  not  been  let  into  the  secret  before  the  com 
mencement  of  the  game,  he,  of  course,  names  a  number  of  articles 
before  he  hits  upon  the  right  one,  and  he  pays  a  forfeit  for  every  mis- 
take he  commits;  he  pays  a  forfeit  also  when  he  names  an  article 
which  the  questioner  has  not  mentioned. 

If  acquainted  with  the  game  he  would  say,  "  You  touch  Miss 's 

ring,"  because  this  is  the  only  article  before  which  the  questioner  has 
placed  the  conjunction  "  and  "which  is  the  word  of  recognition  to  the 
sorcerer  instructed  in  the  game. 

When  any  of  the  players  acquainted  with  the  game  wish  to  impose 
upon  one  of  their  number,  previous  to  selecting  him  they  choose  two 
or  three  sorcerers,  who  know  the  game.  The  latter  feign  to  mistake 
once  or  twice  to  excite  no  suspicion,  and  as  soon  as  the  last  one  of 
them  has  guessed  rightly  (which  he  could  have  done  at  first  if  he  had 
chosen),  he  names  as  his  successor  the  poor  dupe  at  whose  expense 
they  have  previously  agreed  to  amuse  themselves. 


THE  KNIGHT  OF  THE  WHISTLE. 

This,  though  a  very  simple  game,  is  one  of  the  most  amusing  we 
have  ever  seen.  The  person  who  is  to  be  made  the  Knight  of  the 
Whistle,  must  not  have  seen  the  game  before.  He  should  be  asked  if 
he  has  ever  been  made  a  Knight  of  the  Whistle  ?  If  he  answers  "  No  !" 
his  consent  must  be  asked,  and  he  must  then  be  told  to  kneel  down  to 
receive  the  knighthood.  Some  one  must  then  sit  down,  and  the 
knight  kneeling,  rests  his  head  in  the  lap  of  the  person  w*io  is  sitting, 
and  all  the  persons  gather  round  and  pat  gently  on  his  bart,  while  they 
repeat  the&e  words : — 

Hern  we  unite 

With  fond  delight, 
The  Tulip,  Lily,  and  the  Thistle, 

And  with  due  state, 

We  now  create — 
Tho  oae  who  inoels  Knight  of  the  Whistle ! 

A  whistle  and  a  piece  of  string,  some  twelve  or  fourteen  inches  long, 

3* 


f»8  RUSES    AND   CATCH    GAMES. 

should  have  been  previously  prepared,  and  while  the  person  has  been 
kneeling  down,  it  should  be  fastened  to  his  back,  by  the  button  on  his 
coat,  or  by  the  aid  of  a  pin.  This  done,  he  should  be  told  to  listen  to 
the  sound  of  the  whistle,  that  he  may  know  it  again.  Some  one  should 
then  sound  the  whistle,  and  when  the  knight  has  confessed  that  he 
should  know  the  sound  again,  he  is  told  to  stand  up,  and  the  company 
form  a  circle  all  around  him.  Then  the  fun  consists  of  some  one  behind 
his  back  catching  the  whistle  (without  pulling  at  the  string),  and  sound- 
ing it — dropping  the  whistle  the  instant  it  has  sounded.  The  knight 
(having  been  previously  told  that  he  is  to  catch  the  whistle)  will  jump 
round,  and  will  probably  seize  hold  of  the  hands  of  the  person  who 
sounded  it,  but  at  the  same  moment  he  will  unconsciously  have  con- 
veyed the  whistle  to  those  on  the  apposite  side.  And  thus,  the  more 
anxious  the  knight  gets,  the  more  he  embarrasses  himself,  because,  at 
every  turn,  he  conveys  the  whistle  to  some  one  behind  him.  This 
creates  very  good  laughter. 

[Care  should  be  taken  not  to  have  the  string  too  long,  or  when  the 
knight  turns,  the  whistle  will  fly  to  the  front  of  him,  and  he  will  dis- 
cover the  trick.  A  verv  small  toj  whistle,  and  one  that  is  easily 
sounded,  will  be  the  best.  Buv  a  small  key  will  do,  when  no  better"can 
be  had.  Those  who  form  the  ling,  should  occasionally  pretend  to  be 
passing  the  whistle  from  hand  to  hand.  This  game  cannot  be  played 
more  than  once  of  an  evening,  unless  a  visitor  may  happen  to  enter, 
and  who  has  not  seen  it.  Ladies,  as  well  as  gentlemen,  may  be  made 
knights.] 


THE  WITCH. 

A  trick  to  discover  a  given  word  by  the  assistance  of  a  confederate, 
who  enacts  the  witch.  Having  entered  the  room,  and  taken  your  seat, 
you  are  addressed  by  his  witch  (who  makes  mystic  passes,  etc.,  over  you 
with  a  wand)  in  different  sentences,  each  commencing  with  a  consonant 
in  the  word,  in  rotation.  These  sentences  she  divides  by  waving  her 
wand  over  your  head.  The  vowels  are  expressed  by  thumps  on  the 
floor  with  her  wand — thus:  a  single  thump  for  A;  two  for  E;  three 
for  I ;  four  for  0 ;  and  live  for  U. 

EXAMPLE. 

The  word  chosen  is  Boatman.  The  witch  commences  ;  B-e  prepared, 
my  truity  spirit,  to  answer  my  questions.     (Thump,  thump,  thump/ — 


RUSES    AND   CATCH   GAMES.  59 

a  wave  of  the  wand — thump  I  T-o  answer  my  questions,  0  spirit,  so 
mind — (a  wave  of  the  wand)  M-itid  what  you  are  about  (thump).  JV-ow 
explain  the  oracle." 

The  mystification  of  the  audience  may  be  increased  by  fixing  on  the 
second  and  third  letter  instead  of  the  first. 


TOMBOLA. 

This  novel  game  is  productive  of  much  fun. 

The  mistress  of  the  house  who  desires  to  set  up  a  lottery,  should 
have  provided  beforehand  a  number  of  fancy  articles,  toys,  and  elegant 
nicknackeries ;  and  among  these  should  be  prepared  one  in  particular, 
destined  to  the  discomfiture  of  some  luckless  expectant.  This  lot 
should  be  carefully  enveloped  in  several  wrappers  of  tissue  paper,  and 
well  laid  up  in  cotton,  and  may  consist  of  any  absurd  and  childish  or 
worthless  article.  It  should  be  placed  the  last  according  to  the  law  of 
gradation  observed  with  respect  to  the  remaining  lots,  set  out  on  the 
tab^e  and  left  uncovered.  When  the  time  of  drawing  has  arrived,  the 
master  of  the  house  takes  a  pack  of  cards,  which  he  distributes  among 
the  drawers,  according  to  their  several  wishes — an  agreed  price  being 
set  upon  each  card.  When  this  is  done  he  takes  another  pack,  from 
which  a  number  of  cards  are  drawn  without  being  looked  at,  equal  to 
the  number  of  lots,  and  one  is  placed  under  each.  He  then  turns  up 
the  remainder  of  the  pack,  laying  down  each  card  in  succession  and 
calling  it  out.  The  drawer  who  has  a  similar  card  to  the  one  called 
out,  places  his  beside  it.  When  the  whole  are  thus  gone  through, 
those  who  remain  holders  of  cards  corresponding  to  those  under  the 
lots  are  declared  the  winners ;  but  of  what,  remains  to  be  seen.  The 
card  under  each  lot  is  called  out,  beginning  with  the  first;  and  the 
drawer  who  holds  a  similar  one  carries  off  the  lot.  Thus  in  succession 
through  all  the  lots,  until  the  last,  or  the  great  "  sell "  lot. 

So  much  for  the  technical  arrangement  of  the  game;  now  let  us 
sketch  its  dramatic  effect — the  movement  and  excitement  to  which  it 
gives  rise.  As  one  by  one  the  cards  in  the  drawers'  hands  are  pro- 
claimed worthless,  the  laugh  at  their  disappointment  stimulates  them  to 
make  another  venture,  and  a  general  bidding  takes  place  for  those  that 
remain,  and  as  their  number  diminishes,  and  the  consequent  probability 
of  any  one  of  them  becoming  a  prize  increases,  they  fetch  higher  and 
•till  higher  prices.  The  anxiety — the  mingled  hope  and  fear  with 
which  all  eyes  are  fixed  on  the  card  about  to  be  turned  up,  are  emo- 


60  GAMES    REQUIRING   WIT   AND   INTELLIGENCE. 

lions  which  not  the  coolest  and  soberest  of  the  company  can  guard 
against;  and  when,  at  last,  the  lots  are  distributed  to  the  winners,  each 
is  in  more  or  less  trepidation,  lest  his  prize  entitle  him  to  the  honor  of 
contributing  to  the  general  mirth  by  being  presented  with  the  "  sell." 
and  having  deliberately  to  unfold  layer  after  layer  of  the  paper  and 
■wool  until  he  reaches  the  kernel  of  the  mortifying  joke  which  is  cracked 
against  him. 

The  mistres?  of  the  house  retains  from  the  proceeds  of  the  lottery 
the  cost  of  the  various  articles  drawn  for,  and  the  remainder  is  devoted 
to  some  charitable  purpose. 


fetes 

IN  WHICH  OCCASION  IS  FOUND  TO  DISPLAY  GAL- 
LANTRY, WIT,  OR  SOME  FAMILIARITY  WITH  NATURAL 
HISTORY,  MYTHOLOGY,  &o. 


THE   BOUQUET. 

Each  player  in  his  turn  supposes  himself  a  bouquet,  composed  of 
three  different  flowers.  Each  one  must  name  aloud  to  the  leader 
of  the  game  the  three  flowers  of  which  he  considers  himself  composed. 

The  leader  of  the  game  writes  down  the  names  of  the  three  flowers 
and  adds  to  what  he  has  written,  without  informing  the  other,  the 
names  of  any  three  persons  of  the  company  he  may  choose. 

He  then  asks  the  player  to  what  use  he  intends  to  put  the  three 
flowers  he  has  chosen.  The  player  tells  him  to  what  use  he  means  to 
put  them,  and  the  leader  of  the  game  applies  it  to  the  three  persons 
that  he  has  written  down. 

EXAMPLE. 

The  Leader  of  tite  Game.     Miss  Julia,  choose  your  three  flowers. 
Julia.     The  Marigold,  the  Bachelor's  Button,  and  the  Rose. 
The  Leader.     I  have  written  them  down.     Now  what  will  you  do 
with  your  Marigold  ?         *  • 

Julia.     I  will  throw  it  over  my  shoulder. 
Thk  Leader.     And  the  Bachelor's  Button? 


GAMES   REQUIRING    WIT    AND   INTELLIGENCE.  61 

Julia.     I  will  put  it  at  my  window. 

The  Leader.     And  the  Rose  ? 

Julia.     I  will  put  it  on  the  mantel-piece. 

The  Leader.  Very  well,  you  have  thrown  Adolphus  over  you*' 
shoulder,  you  have  put  Miss  Maria  at  your  window,  and  adorned  your 
mantel-piece  with  Charles.  And  now,  Mr.  Adolphus,  it  is  your  turn 
to  speak.     Choose  your  three  flowers. 


FLORA'S  BOUQUET. 
Each  player  chooses  three  flowers,  having  a  well  known  significa- 
tion, either  complimentary  or  uncomplimentary,  to  suit  the  person  for 
whom  he  secretly  designs  them;  he  binds  them  together,  deposits  the 
bouquet  in  a  vase,  writes  upon  the  vase  a  motto,  and  sends  it  to  the 
person  whom  he  intends  it  for. 

EXAMPLE. 

A  young  lady,  who  is  annoyed  by  the  importunities  of  a  disagree- 
able admirer,  expresses  herself  thus : 

"  I  choose  a  Poppy,  a  Pink,  and  a  Thistle. 

"  The  Poppy  is  a  symbol  of  the  wearisomeness  which  leads  to  sleep, 
the  Pink  is  that  of  self-conceit,  and  the  Thistle  is  that  of  the  wreath 
which  self-conceit  merits. 

"To  tie  this  bouquet,  I  take  a  piece  of  ribbon- grass. 

"  I  place  it  in  a  vase  of  the  commonest  earth. 

"  I  write  upon  the  vase :  '  Praise  be  according  to  merit. 

"  I  address  the  whole  to  Mr. ,  and  spare  him  the  trouble  of 

thanking  me." 

A  young  man  composes  his  bouquet  in  the  following  manner : 

"I  choose  a  Pose,  a  Pansy,  and  a  Lily  of  the  Valley. 

"  The  Pose  is  the  symbol  of  beauty,  the  Pansy  that  of  wit,  and  tho 
Lily  of  the  Valley  that  of  virgin  simplicity. 

"  I  tie  this  bouquet  with  a  piece  of  ivy,  symbolical  of  my  constancy 

"  I  place  it  in  a  vase  of  gold,  upon  which  I  write :  '  To  Beauty 
adc-ned  by  Virtue 

M  And  I  present  it  to  Miss ." 


THE  FOOL'S  DISCOURSE. 
This  game  has  a  great  resemblance  to  that  of  Cross  Questions,  inas- 
much as  each  one  of  the  company  gives  a  sentence  to  his  neighbor, 


gg  GAMES    REQUIRING    WIT    AND    I  XTEI.Ll*  ;F.  *  UK. 

while  the  one  whose  office  it  is  to  ask   the  questions  stands  a  little 
apart,  so  as  not  to  hear  it. 

When  all  the  sentences  are  given,  the  leader  of  the  game  ap  ■ 
proaches,  and  addresses  to  each  player  a  particular  question,  to  which 
the  latter  answers  by  pronouncing  quickly  the  sentence  which  he  has 
received.  Many  amusing  singularities  and  inconsistencies  are  the 
result. 

This  game  presents  no  other  difficulty  than  that  of  knowing  how  to 
put  the  questions  skilfully,  and  to  vary  them  in  such  a  manner  that 
they  may  suit  all  sorts  of  answers. 

Let  us  suppose  that  the  persons  who  compose  the  company  have 
each  received  a  question,  and  that  Edward,  the  questioner,  asks  the 
question — "  Do  you  ride  out  often  ¥' 

Emily.     Upon  a  chair. 

Edward.     Do  you  love  reading? 

Emma.     With  a  little  sauce. 

Edward.     Have  you  good  friends? 

Adolfiius.     One  at  a  time. 

Edward.     Do  you  like  dancing  ? 

Virginia.     In  a  church. 

Etc.,  etc. 

0 

THE  DESCRIPTION. 

Before  commencing  the  game,  the  gentlemen  and  ladies,  in  equal 
number,  proceed,  separately,  to  choose  an  umpire;  the  ladies  one  of 
their  sex,  the  gentlemen  one  of  theirs. 

The  players  then  range  themselves  in  a  single  line,  the  ladies  occu- 
pying the  right  wing,  and  the  gentlemen  the  left.  A  table,  furnished 
with  writing  materials,  is  placed  at  each  extremity  of  the  line,  before 
which  the  umpires  take  their  seats,  provided  with  everything  neces- 
sary tc  the  progress  of  the  game.  Then  they  draw  up,  separately,  a 
series  of  questions,  disposed  in  triplets,  of  a  number  equal  to  the  num- 
ber of  couples  that  compose  the  company.  These  questions  art* 
arranged  as  follows : 

FOR   THE   LADIES. 

If  I  should  decide  to  have  a  lover,  I  should  wish  him  to  have  bis — 

(Hair, 
First  Lady.       <  Eyebrows, 
(Complexion. 


GAMES    REQUIRING    WIT    AND    INTELLIGENCE.  53 

(  Forehead, 
Second  Lad  r.    «Nose, 

(Mouth. 

(Eyes, 
Third  Lady,      -j  Cheeks, 

(Ears*. 

C  Mouth, 
Fourth  Lady.    1  Teetn, 

(Neck. 

I  Chest, 
Fifth  Lady.      <  Shoulders, 

(Height. 

C  Arms, 
Sixth  Lady.      <  Hands. 

(Nails.' 

5  Knees, 
Legs, 
Feet. 

FOR  THE    GENTLEMEN. 

If  I  should  decide  to  make  love  to  a  lady,  to  please  me  she  must 
have  her — 

C  Waist, 
First  Gentleman.       <  Countenance, 

(  Voice. 

(  Birth. 
Second  Gentleman.    <  Fortune, 

(  Talents. 

C  Character, 
Third  Gentleman.      <  Heart, 

(Mind. 

(Sight, 
Fourth  Gentleman.   <  Hearing, 

(  Smelling. 

t  Touch, 
Fifth  Gentleman.      <  Taste, 

(  Carriage. 


C  Sleep, 


Sixth  Gentleman.      <  Appetite, 

(  Memory. 

C  Health, 
Seventh  Gentleman.  <  Fashion, 

( Disposition. 

These  series  of  questions  are  more  or  less  numerous,  according  to 
the  number  of  the  players. 


64  GAMES   REQUIRING    WIT  AND    INTELLIGENCE. 

When  they  are  all  written  down  on  either  side,  the  female  umpire 
addresses  the  lady  nearest  to  her,  and  requests  her  to  fill  up  the  blanks 
opposite  the  three  parts  of  the  first  series.  We  will  suppose  that  she 
writes — 

After  Hair — Brown. 

After  Eyebrows —  Grey* 

After  Complexion — Olive. 

The  second  lady  replies  by  filling  up  the  blanks  to  the  second  series 
of  questions,  and  so  on  with  the  rest. 

In  the  mean  while  the  male  umpire  addresses  the  gentleman  nearest 
to  him,  and  requests  him  in  the  same  manner  to  write  his  preferences 
opposite  the  series  of  questions  which  he  has  drawn  up  for  him.  We 
will  suppose  that  the  latter  writes — 

After  Waist — Moderate. 
After  Countenance — Open. 
After  Voice — Harsh. 

The  rest  write  in  the  same  way,  according  to  their  tastes,  opposite 
the  questions  proposed  to  them. 

When  all  are  filled  up,  the  female  umpire  proposes  to  the  first  gen- 
tleman the  question  put  to  the  first  lady,  by  saying, 

"  If  you  intended  to  select  a  sweetheart,  of  what  color  would  you 
choose  to  have 

Her  Hair  ? — Blonde. 
Her  Eyebrows  ? — Red. 
Her  Complexion  ? —  OUve.i 

The  umpire  writes  down  these  answers ;  then  returning  to  the  first 
lady,  she  asks  her  for  the  reason  of  her  preference,  article  by  article, 
and  makes  a  note  of  these  also ;  she  then  returns  to  the  gentleman,  and 
inquires  for  his  reasons,  which  must  be  different  from  those  of  the  lady. 

The  umpire  on  the  gentlemen's  side  follows  the  same  course  towards 
the  ladies,  questioning  them,  one  after  the  other,  as  to  their  preference 
regarding  the  question  proposed  to  the  gentleman  whose  place  in  the 
lice  corresponds  with  theirs;  then  he  demands  the  reasons  for  this  pre- 
ference from  each ;  and  so  on  until  all  the  questions  have  been  dis- 
cussed. 

*  The  players  must  he  caroful  not  to  repeat  the  same  word  in  the  same  series  of  ques- 
tions ;  for  instance,  brown  hair,  brown  eyebrows;  in  this  case  a  forfeit  must  be  paid 

t  The  unfortunate  gentleman  who  by  chance  prefers  the  same  color  or  other  quality 
v\»i  i-t  .-  .f  ihe  indies  buy  liavu  written  in  her  answer,  can  only  redeem  his  faults  by 
y*yii-  n  forfeit 


GAMES   REQUIRING    WIT   AND   INTELLIGENCE.  6*6 

THE  CULPRIT'S  SEAT. 

A  good  memory  and  a  ready  wit  are  highly  essential  in  tnis  game — 
memory  to  the  president,  appointed  to  receive  in  secret  the  accusa- 
tions which  the  other  players  (who  are  so  many  judges)  bring  before 
him,  and  to  interrogate  upon  each  article  the  person  to  whom  chance 
or  his  own  choice  has  assigned  the  part  of  the  criminal,  and  placed 
apou  the  Culprit's  Seat — wit  to  the  judges,  in  order  that  they  may  so 
frame  their  accusations  as  not  to  wound  the  sensibility  of  the  accused 

The  following  is  the  course  of  the  game  : 

The  company  form  a  semicircle,  in  the  midst  of  which  the  president 
Is  seated ;  the  criminal  places  himself  opposite  to  him  upon  a  stool,  and 
the  president  opens  the  court. 

"  Honorable  judges,"  he  says,  "  do  you  know  wherefore  the  accused 
is  upon  the  stool  of  penitence  ?" 

"We  know." 

The  judges  then  advance  successively  to  the  president,  and  whispef 
in  his  ear  the  reasons  that  they  choose  to  give  him. 

This  done,  each  resumes  his  place,  and  the  president,  addressing  the 
pretended  culprit,  says — 

"  You  are  accused  of  such  or  such  a  crime  (he  names  in  detail  the 
accusations)  :  Do  you  know  who  has  complained  against  you  for  each 
of  these  offences  ?" 

The  accused  repeats  one  after  the  other,  and  at  each  accusation  names 
one  of  the  judges ;  if  he  mistakes  in  every  case,  he  pays  a  forfeit,  and 
keeping  his  place  upon  the  Culprit's  Seat,  he  must  answer  to  a  new 
round  of  accusations :  if  he  guesses  a  single  one  of  his  accusers,  the  lat- 
ter takes  his  place,  pays  a  forfeit,  and  waits  to  be  accused  in  his  turn. 

?his  game  requires  great  attention  on  the  part  of  the  accusers ;  they 
must  consider  the  age,  the  sex,  the  personal,  as  well  as  mental  qualitiea 
of  the  person  who  occupies  the  Culprit's  Seat.  When  one  wishes  to 
pay  the  culprit  a  compliment,  ones  must  be  careful  not  to  accuse  him  of 
a  quality  that  he  or  she  does  not  possess;  neither  should  this  quality 
be  exaggerated,  as  it  would  then  seem  ironical ;  if  the  accusation  relates 
to  a  fault  or  a  foible,  it  is  better  to  make  a  false  accusation,  than  to  aim 
at  a  real  failing,  as  this  would  wear  the  appearance  of  rudeness.  In 
general,  it  is  necessary  to  avoid  all  excesses,  strictly  to  observe  the  rules 
of  politeness,  the  neglect  of  which  often  gives  rise  to  quarrels,  both  in 
the  game  itself,  as  well  as  in  other  social  relations. 


66  GAMES   REQUIBING   WJT   AND   INTELLIGENCE. 

THE  SECRETARY. 

This  game  can  be  played  in  two  ways ;  in  both  it  is  necessary  for 
Jie  company  to  range  themselves  around  a  table,  furnished  with  the 
requisite  number  of  pens,  and  other  materials  for  writing.  The  Se- 
cretary (the  person  who  conducts  the  game)  distributes  to  each  of  thn 
players  a  blank  card  or  a  square  piece  of  paper. 

When  it  is  decided  to  follow  the  older  method  of  playing  the  game, 
all  write  their  names  legibly  at  the  top  of  the  card,  which  has  been 
given  to  them,  and  place  it  in  the  hands  of  the  Secretary,  who  shuffles 
the  cards  or  squares  of  paper  thoroughly  together,  and  lets  each  person 
draw  one  at  random,  without  allowing  the  others  to  see  the  name  which 
is  written  upon  it.  Then  each  one,  separately,  and  without  the  slight- 
est reserve,  writes  below  this  name  his  opinion  of  the  person  who  bears 
it,  folds  the  paper,  and  gives  it  a  second  time  to  the  Secretary,  who, 
after  he  has  collected  them  all,  shuffles  them  anew,  and  then  reads  them 
off  aloud,  without  permitting  any  one  to  inspect  the  handwriting.  The 
reading  finished,  all  the  papers  are  cast  into  the  fire,  to  avoid  the  ill- 
feeling  which  might  arise  if  the  authors  of  the  contents  were  known. 

As  this  game  is  liable  to  give  rise  to  personalities,  which  occasion  un- 
pleasant results,  the  following  is  a  new  method  of  playing  it,  from  which 
no  such  consequences  are  to  be  apprehended. 

When  the  Secretary  has  distributed  his  blank  cards,  each  player 
adopts  a  name  that  suits  his  fancy,  or  is  in  harmony  with  the  qualities 
which  he  flatters  himself  that  he  possesses,  and  writes  it  at  the  top  of 
the  paper  below  his  real  name,  without  allowing  his  neighbors  to  see 
the  name  which  he  has  chosen.  This  done,  the  Secretary  collects  the 
cards,  transcribes  upon  as  many  similar  ones  the  adopted  name  of  each 
person,  shuffles  them,  and  distributes  them  to  the  players,  each  of 
whom,  racking  his  brain  to  guess  the  person  to  whom  the  name  writ- 
ten on  the  card  dealt  to  him  belongs,  writes  out  a  random  descrip- 
tion of  him  which  he  signs  with  his  own  adopted  name. 

In  this  way  a  player  often  gives  a  flattering  description  of  a  person, 
whom  he  would  not  have  treated  so  tenderly  if  he  had  known  whom 
he  really  was  describing,  and  treats  very  severely  another  of  whom  he 
would  wish  to  say  nothing  but  what  was  complimentary.  The  Secre- 
tary, after  reading  the  papers,  supplies  the  real  to  the  feigned  names, 
and  no  one  has  a  right  to  be  offended  at  raillery,  or  to  plume  himself 
upon  praises,  which  have  been  bestowed  upon  him  by  mere  chance. 


GAMES  REQUIRING   WIT  AND   INTELLIGENCE.  67 

THE  NARRATIVE. 

In  this  game,  as  in  that  of  "  The  Secretary,"  all  present  must  range 
themselves  around  a  table,  but  instead  of  the  square  pieces  of  paper 
distributed  to  each  person,  as  is  necessary  when  a  continued  narrative 
is  required,  a  single  sheet  of  paper  is  sufficient  for  all  the  company. 

The  players  agree  aloud  as  to  the  title  of  the  narrative ;  then  the 
leader  of  the  game  commences  the  story  by  writing  two  or  three  lines, 
as  well  as  the  first  word  of  the  following  line.  He  then  folds  down 
the  paper  above  his  first  word,  which  he  shows  to  the  player  who  is 
to  follow  him.  This  word  serves  as  a  hint  to  the  continuation  of  the 
narrative,  with  which  the  second  player  is  to  proceed,  and  so  on,  until 
the  story  is  thought  to  be  sufficiently  complicated. 

EXAMPLE. 

In  a  company  composed  of  nine  persons,  four  ladies  (Edith,  Julia, 
Leonora,  and  Caroline)  and  five  young  gentlemen  (Augustus,  Henry, 
Frank,  Charles,  and  Edward),  all  seated  around  a  table,  Edward  pro- 
poses the  game  of  "  The  Narrative,"  and  gives  aloud  for  its  title,  "  The 
fortunate  and  unfortunate  adventures  of  Miss  Palmer. 

This  is  all  that  is  requisite  for  the  company  to  know.  Then  he 
writes  secretly  his  two  fines,  and  places  at  the  beginning  of  the  third 
line  the  word  which  is  to  serve  as  a  cue  for  his  right-hand  neighbor ; 
he  then  folds  the  paper  so  that  only  the  last  word  can  be  seen,  and 
passes  it  to  Caroline,  who  pursues  the  same  course. 

The  following  is  an  example  of  the  incoherent  sentences  thus  strung 
together ;  at  the  head  of  each  we  place  the  name  of  the  person  who 
is  supposed  to  have  written  them,  while  we  write  in  italics  the  only 
words  of  the  narrative  which  the  next  player  is  allowed  to  s*e. 

,'—  THE  FORTUNATE  AND  UNFORTUNATE  ADVENTURES  OF  MISS  PALMER. 

Edward.  In  a  country  which  the  geographers  have  neglected  to 
mscribe  upcn  the  map,  lived  young  Miss  Palmer,  and  I  will  now  write 
her  history. 

Caroline.  It  can  be  nothing  but  a  tissue  of  falsehoods ;  but  we 
shall  judge  of  that  when  we  come  to  the  reading. 

Frank.  It  was  her  favorite  amusement,  and  her  choice,  ill-directed, 
Boon  gave  her  a  turn  for  the  romantic. 

Julia.  Miss  Palmer  dreamed  of  nothing  but  elopements,  spectres, 
subterranean  dungeons,  turrets,  and  mysterious  brigands. 


68  GAMES   REQUIRING   WTT   AND   INTELLIGENCE. 

Augustus.  Carried  off  by  this  band  of  ruffians,  she  lived  confined 
in  a  gloomy  dungeon,  with  bread  and  water  for  her  only  nourishment. 

Leonora.  What  care  she  took  to  furnish  it  abundantly  to  the  poor  I 
Her  charity  was  to  her  an  unbounded  source  of  innocent  pleasures. 

Henrt.  After  immoderate  indulgence  in  them,  on  leaving  the  ball, 
the  wheel  of  the  carriage  became  entangled  in  that  of  a  swill-cart. 

Charles.  Reduced  to  the  necessity  of  emptying  her  own  swill  I 
What  a  sad  lot  for  a  person  of  her  condition  ! 

Edith.  The  one  imposed  upon  her  seemed  very  hard,  and  she  would 
have  preferred  death  to  the  necessity  of  taking  such  a  husband. 

SECOND    ROUND. 

Edward.  At  last  she  is  married.  May  she  live  happily  in  the 
bosom  of  her  family! 

Caroline.  Her  own  was  a  singular  mixture ;  not  one  of  them  but 
had  a  hump  back  or  a  wry  neck. 

Frank.  The  pain  she  suffered  from  it  was  excruciating.  To  get 
rid  of  it  she  was  obliged  to  tie  around  her  neck  one  of  her  woollen 
stockings. 

Julia.  Add  to  that  a  pair  of  wooden  shoes,  which  produced  corns, 
and  when  she  walked  almost  put  her  ankle  out  of  joint. 

Augustus.  But  she  made  a  stout  resistance,  giving  her  rival  a  box 
with  a  five-leaved  clover. 

Leonora.  Already  it  commenced  to  wither  and  droop,  and  the 
mourning  of  Nature  accorded  with  the  sadness  of  her  heart. 

Henry.  Yes,  it  was  her  favorite  dish ;  every  day  Miss  Palmer  had 
a  plate  of  it  served  up  before  her,  until  the  day  that  saw  her  descend 
into  the  tomb. 

Charles.  All  is  over,  then ;  she  has  succumbed  to  her  fate.  I  see, 
in  imagination,  the  finest  procession. 

Edith.  All  the  city  was  crowded  into  the  square,  to  hear  the  music 
and  the  musketry. 

The  whole  is  then  read,  and  the  mixture  of  so  many  ideas,  ridicu- 
lously put  together,  almost  always  produces  recitals  that  are  extremely 
comical. 


THE  WRITTEN  CONFESSIONS. 

In  this  game  there  should  be  an  equal  number  of  either  sex,  besides 
•  gentleman  or  lady  who  is  chosen  to  act  the  part  of  a  confessor. 


GAMES   REQUIRING   WIT   AND   INTELLIGENCE.  69 

This  grave  personage  distributes  to  each  of  his  penitents  a  square 
piece  of  paper,  upon  which  they  ar©  to  inscribe  three  sins  or  faults 
which  they  may  remember  to  have  committed.  He  then  addresses 
them  in  a  short  discourse,  enforcing  the  duty  of  frankness  in  this  act. 
of  humility.  The  penitents  listen  to  the  injunction,  and  receive  the 
paper  with  an  air  of  great  respect ;  each  writes  his  name  oh  the  top, 
and  beneath  it  the  required  confession ;  they  then  replace  them  in  the 
hands  of  the  confessor,  who  divides  them  into  two  piles,  one  for  the 
ladies,  and  the  other  for  the  gentlemen ;  he  next  shuffles  the  two  pile*, 
separately,  and  taking  from  each  one  the  confession  that  chance  has 
brought  to  the  top,  he  calls  up  the  lady  and  gentleman  to  whom  they 
belong,  and  reads  aloud  their  contents,  and  if  the  two  papers  indicate 
faults  that  have  a  similarity  with  each  other,  he  declares  the  penitents 
absolved,  and  sends  them  back  into  the  circle  to  sit  side  by  side.  If, 
on  the  contrary,  the  sins  which  they  have  confessed'  are  of  a  different 
nature,  he  informs  them  that  they  must  prepare  to  undergo  the  pen- 
ance which  the  company  shall  think  suitable  to  impose  upon  them, 
and  directs  them  to  take  their  places  in  opposite  corners  of  the  room, 
until  all  the  confessions  are  inspected. 

After  the  inspection  of  the  confessions  is  completed,  the  confessor 
and  the  absolved  penitents  (if  there  are  none,  the  confessor  alone)  de- 
cide upon  the  penalties,  and  as  fast  as  these  are  performed,  the  culprits, 
returning  into  the  pale  of  the  society,  unite  with  it  in  pronouncing 
upon  the  fate  of  those  yet  remaining  to  be  punished. 

The  following  are  examples  of  confessions : 

Harriet.  I  confess  that  I  spend  a  little  too  much  time  at  my  toilet ; 
that  I  love  to  be  surrounded  by  admirers;  that  I  always  strive  to 
depreciate  the  merit  of  my  rivals. 

Henry.  I  confess  that  I  prefer  the  pleasures  of  the  table  to  more 
important  duties,  the  gaming-table  tc  the  desk,  and  thp  "v*e  of  the  fair 
sex  to  everything  else. 

The  Confessor.  Although  these  faults  are  quite  natural,  yet  I  can- 
not excuse  them,  because  those  confessed  by  the  one  and  the  other  do 
not  sympathize  together.  Go  you  into  that  corner,  you  into  that,  to 
await  the  penance  which  we,  in  our  wisdom,  may  see  fit  to  impose 
upon  you. 

Julia.  I  confess  that  I  am  given  to  slandering  my  neighbors,  and 
that  I  am  inclined  to  anger  and  jealousy. 

Adolphus.  I  confess  that  I  have  a  natural  proneness  to  find  iivala 
in  all  those  who  approach  the  individual  whom  I  love ;  that  I  am  sub- 
ject to  fits  of  passion,  which,  in  my  cooler  momenta,  I  myself  coad-wnn; 


*»0  GAMES  REQUIRING  WIT   AND    INTELLIGENCE. 

and  that  I  sometimes  make  remarks  not  always  justifiable  respecting 
those  who  displease  me. 

The  Confessor.  You  are  both  very  culpable ;  but  the  similarity  that 
exists  between  your  faults  renders  you  worthy  of  excuse;  return 
together  into  the  circle,  and  try  to  improve  yourselves  the  one  by  the 
other,  etc.,  etc.,  etc. 


MARRIAGES  FROM  SIMILARITY  OF  CHARACTER,  AND 
DIVORCES  FROM  INCOMPATIBILITY  OF  TASTES  AND 
TEMPER. 

These  two  games  form  in  fact  but  one,  such  is  the  resemblance 
between  the  course  to  be  pursued  by  both. 

The  company  commence  by  seating  themselves  before  a  table ;  the 
ladies  are  seated  on  one  side,  the  gentlemen  on  the  other.  The  gen- 
tleman and  lady  opposite  each  other  are  the  future  spouses  in  the  game 
of  Marriages,  or  the  discontented  spouses  in  the  game  of  Divorces. 

If  there  are  one  or  more  gentlemen  or  ladies  left  after  the  couples 
nave  been  formed,  they  compose  the  tribunal ;  if  there  are  none  left, 
One  of  the  couples  is  chosen  to  represent  it.  Then  each  person  takes  a 
sheet  of  paper,  and  without  any  concert  with  the  others,  traces  upon  it 
a  sketch  of  his  character. 

When  all  have  finished,  and  it  should  be  done  as  quickly  as  possible, 
the  tribunal,  which  is  seated  at  the  upper  end  of  the  table,  calls  up  the 
pair  of  future  spouses  most  distant  from  it,  and  commands  them  to  give 
lip  the  several  sheets  of  paper  upon  which  they  have  written  their 
characters — the  tribunal  then  reads  aloud  the  qualities  or  defects  whi  ch 
the  couple  have  attributed  to  themselves.  If  there  is  a  great  similarity 
of  character  between  the  pair,  they  are  declared  man  and  wife,  and 
invited  to  form  part  of  the  tribunal ;  if,  on  the  contrary,  their  tastes 
are  opposite,  the  tribunal  decides  that  there  is  no  reason  why  the  mar- 
riage should  take  place,  and  requires  a  forfeit  from  each. 

In  the  game  of  Divorces  the  only  difference  is  that  the  marriage  is 
confirmed,  where  there  is  a  similarity  of  tempers,  and  both  are 
required  to  give  a  forfeit  for  having  demanded  a  separation,  without 
just  cause ;  while,  on  the  contrary,  the  marriage  is  dissolved  where 
incompatibility  really  exists,  and  the  pair  is  divorced,  and  invited  to 
augment  the  number  of  the  judges. 

It  is  evident  that  this  game  has  much  analogy  with  that  of  h  Tht 
Confessions."  and  tome  others. 


•AXES    REQUIRING    WIT    AND    INTELLIGENCE.  Tl 

COMPLIMENTS. 

A  circle  is  lbiined ;  a  gentleman  and  lady  sitting  alternately.  Polite" 
ness  demands  that  the  game  should  be  commenced  by  a  lady. 

"  I  snould  like,"  she  says,  "  to  be  such  or  such  an  animal."  (The 
more  abject  or  disgusting  this  animal  is,  the  more  difficult  is  it  to  invent 
the  compliment  which  the  lady  has  the  right  to  expect.) 

Suppose,  for  example,  she  has  chosen  the  hornet.  She  inquires  of 
her  left  hand  neighbor  if  he  knows  why  she  has  made  so  strange  a 
choice. 

The  latter,  who  is  not  expected  to  pay  her  a  compliment,  repliea 
simply,  from  the  well  known  nature  of  the  animal,  "  Because  you  wish 
that  all  living  beings  should  avoid  the  place  where  you  have  chosen 
your  abode." 

The  lady  inquires  of  her  right  hand  neighbor,  "What  advantage 
would  I  find  in  this  transformation?" 

Answer.  That  of  escaping  from  a  crowd  of  admirers  whom  your 
modesty  makes  you  look  upon  as  importunate. 

If  the  gentleman  first  addressed  pays  the  lady  a  compliment,  or  if 
the  second  fails  to  do  so,  both  pay  a  forfeit. 

Then  it  becomes  the  tun.  of  him  who  pays  the  compliment  to  form 
a  wish. 

He  expresses,  for  example,  a  desire  to  be  a  goose.  Then  he  asks  the 
lady  whom  he  has  just  complimented  if  she  can  divine  what  can  be  his 
motive  ?  "  It  is,"  she  replies,  "  that  you  may  inhabit  indifferently  either 
the  land  or  the  water."  Then  addressing  himself  to  the  lady  on  his 
right  hand,  he  says — "  What  advantage  would  I  find  in  such  a  meta- 
morphosis ?"  "  The  hope  so  dear  to  your  heart  of  one  day  saving  your 
country,  as  the  geese  of  the  capitol  once  saved  Rome." 

One  round  is  enough  at  this  game,  because  nothing  is  more  tiresome 
than  compliments,  when  prolonged,  however  much  they  may  be 
merited.  It  is  necessary,  however,  to  complete  the  entire  round,  in 
order  to  deprive  no  on«  of  his  or  her  turn,  as  the  little  part  each  plays 
is  always  flattering  to  the  vanity,  even  of  those  among  the  company  the 
least  susceptible  of  it 


THE  THREE  KINGDOMS. 
The  player  who  has  proposed  the  game  withdraws  into  an  adjoining 


72  GAMES    REQUIRING   WIT    AND    INTELLIGENCE. 

chamber,  while  the  rest  of  the  company  agree  upon  an  object  that  ha 
must  guess. 

When  the  word  is  agreed  upon  they  recall  him ;  he  has  the  right  to 
ask  twelve  questions,  which  refer  at  first  to  the  kingdom*  to  which 
ine  object  belongs  that  is  expressed  by  the  word  selected,  upon  the 
present  condition  of  this;  object,  the  country  where  it  is  most  frequently 
found,  and  finally,  upon  the  metamorphosis  which  it  has  undergone,  its 
use,  and  its  qualities. 

The  players  should  answer  in  a  manner  calculated  to  describe  the 
object,  yet  not  to#  plainly.  But,  on  the  other  hand,  those  who  give 
false  notions  of  the  object  are  liable  to  the  penalty  of  a  forfeit.  The 
questioner  who,  after  twelve  answers  which  are  recognised  as  satisfac- 
tory by  the  compan}r,  fails  to  guess  the  object,  pays  a  forfeit  in  his  turn, 
and  withdraws  a  second  time,  while  the  rest  of  the  players  a#ree  upon 
another  word,  which  he  must  try  to  guess  in  the  same  manner. 

EXAMPLE. 

The  questioner,  having  heard  the  signal,  re-enters,  and  directs  hia 
questions  somewhat  in  this  manner : — 

1.  "  To  what  kingdom  does  the  objecif  thought  of  belong  ?" 

One  of  the  players  answers :  "To  the  Vzgiiabh  Kingdom,  aa.d  no 
other." 

2.  "  Is  it  growing  at  present,  oi  put  to  ^se  ?" 
"Put  to  use." 

3.  "  Is  it  an  article  of  furniture  ?" 
"No." 

4.  "  What  use  is  it  commonly  put  to  ?' 

"It  is  commonly  covered,  at  regular  intervals,  with  a  fluid  01  » 
color  completely  opposite  to  its  own." 

5.  "In  what  places  is  it  most  commonly  produced ?"' 

*  There  arc  tnree  Kingdoms  in  nature,  to  wit,  The  Animal  Kingd-^m  w>ich  qonrDr* 
hends  everything  that  has  life  and  movement,  and  everything  that  ha*  fwrmeJ  part  m 
an  animated  being,  such  as  horn,  ivory,  skin,  hair,  wool,  silk,  etc.,  etc. 

The  Vegetable  Kingdom,  which  includes  trees,  plants,  flowers,  leaves,  fruits,  Dark,  t» 
a  word,  all  that  the  earth  produces  w  hicb  has  life  without  movement. 

TJie  Mineral  Kingdom,  which  includes  everything  that  has  neither  life  nor  mov* 
ment,  as  stones,  diamonds,  etc. 

t  An  object  may  belong  to  two  or  even  the  three  kingdoms  at  once.  A  shoe,  for  in- 
stance, belongs  to  the  animal  kingdom  by  the  leather  and  the  skin  of  which  it  is  com- 
"v>sed,  to  the  vegetable  kingdom  by  the  thread  with  which  it  is  sewed,  and  to  the  mineral 
kingdom,  if  it  is  furnished  with  nails. 

It  is  necessary,  therefore,  before  selecting  a  word,  to  enumerate  its  different  parts^ 
which  may  connect  it  with  one  or  more  of  the  three  kingdoms. 


GAMES    REQUIRING    WIT    AND    INTELLIGENCE.  73 

"In  New  England,  New  York,  and  New  Jersey." 

6.  "  Ah,  I  know  that  it  is  not  linen,  for  neither  of  these  states  is 
Celebrated  for  that  article." 

11  No,  but  linen  has  something  to  do  with  it." 

7.  "What  metamorphosis  has  it  undergone?" 

' '  A.  very  great  one.  It  has  been  cast  into  the  water,  beaten,  crushed, 
reduced  tc  pulp,  then  reunited  into  a  solid  body,  such  as  we  see  it 
every  day." 

8.  "It  is  Paper  then?" 
"  You  have  guessed  it." 

The  player  whose  answer  leads  the  questioner  to  guess  the  riddle, 
then  pays  a  forfeit,  and  becomes  the  questioner  in  his  turn. 

Let  us  suppose  that  he  is  endeavoring  to  divine  the  object  next 
thought  of,  he  begins  with  the  same  question  as  his  predecessor. 

1.  "  To  what  kingdom  does  it  belong  ?" 
"  To  the  three  kingdoms." 

2.  "  Is  it  put  to  use  then  ?" 
"Yes." 

3.  "  Is  it  an  article  of  furniture  ?" 
"  Portable  furniture." 

4.  "  What  is  its  ordinary  use  ?" 
"  To  guard  against  dampness." 

One  of  the  players  here  makes  the  observation  that  this  reply  is  not 
exact,  and  that  the  respondent  owes  a  forfeit. 

The  latter  replies — "  Why,  if  I  said  that  it  shielded  from  the  rain,  he 
would  guess  it  without  difficulty." 

The  questioner  replies  hastily,  "  It  is  an  umbrella." 
"  There  !     I  could  not  save  my  forfeit ;  it  is  very  annoying." 
"  G-o,  go  into  the  next  room  ;  it  is  your  turn  to  guess." 
The  umbrella,  in  truth,  belongs  to  the  animal  kingdom  by  its  silk  co- 
hering and  its  whalebone  frame,  to  the  mineral  kingdom  by  its  fastenings 
of  copper  and  of  steel  wire,  and  to  the  vegetable  kingdom  by  its  handle, 
of  what  wood  soever  it  may  be  made. 

Paper  made  of  old  rags  is  of  the  vegetable  kingdom  pur  ?ly,  since  the 
linen  is  made  of  hemp  or  flax,  and  muslin  and  calico  are  .nade  of  cot- 
ton, which  belong  to  the  vegetable  kingdora 


74  GAMES   REQUIRING    WIT    AND    INTELLIGENCE, 


THE  TRAVELLER'S  TOUR 

This  game  may  be  played  by  any  number  of  persons. 

One  of  the  party  announces  himself  the  Traveller,  and  about  to  take 
a  little  tour.  He  calls  upon  any  of  the  party  for  information  respecting 
the  objects  of  the  greatest  interest  to  be  noticed  in  the  different  towns 
and  villages  through  which  he  intends  passing. 

He  is  given  an  empty  bag,  and  to  each  of  the  persons  joining  in  th 
game  are  distributed  sets  of  counters  with  numbers  on.     Thus,  if  twelve 
persons  were  playing,  the  counters  required  would  be  up  to  number 
twelve,  and  a  set  of  ones  would  be  given  to  the  first  person,  twos  to 
the  second,  threes  to  the  third,  and  so  on. 

When  the  traveller  announces  the  name  of  the  place  he  intends  stop- 
ping at,  the  first  person  is  at  liberty  to  give  any  information,  or  make 
any  remark  respecting  it ;  if  he  cannot  do  so,  the  second  person  has  the 
chance,  or  the  third,  or  it  passes  on  until  some  one  is  able  to  speak 
concerning  it.  If  the  traveller  considers  it  correct  information,  or  worthy 
of  notice,  he  takes  from  the  person  one  of  his  counters,  as  a  pledge  of 
the  obligation  he  is  under  to  him.  The  next  person  in  order  to  the  one 
who  spoke  last  is  to  proceed,  so  as  not  each  time  to  begin  with  num- 
ber one.  If  no  one  of  the  party  speaks,  the  traveller  may  consider 
there  is  nothing  worthy  of  notice  at  the  place  he  has  announced,  and 
he  then  passes  on  to  another. 

After  he  has  reached  his  destination,  he  turns  out  his  bag  to  see 
which  of  the  party  has  given  him  the  greatest  amount  of  information, 
and  that  person  is  considered  to  have  won  the  game,  and  is  entitled  to 
be  the  Traveller  in  the  next  game. 

If  it  should  happen  that  two  or  more  persons  should  have  given  the 
same  number  of  counters,  those  persons  are  to  be  allowed  in  succession 
to  continue  to  assist  the  Traveller  and  deposit  their  pledges,  until  one 
alone  remains. 

EXAMPLE   OF   THE    GAME. 

Traveller.  I  intend  to  take  a  little  excursion  this  summer,  and  shall 
Boon  start  from  New  York  for  Niagara;  bat  as  I  wish  to  stop  at  seve- 
ral places,  I  shall  travel  slowly.  My  route  will  be  by  steamboat  up  the 
Hudson  to  Albany,  thence  through  the  centre  of  the  state  to  the  Falls. 

Number  One.  Soon  after  leaving  New  York  city  you  come  to  the 
Palisades,  which  form  one  of  the  first  objects  of  interest  in  your  route. 


&AMES    REQUIRING   WIT    AND    INTELLIGENCE.  Tfi 

The  noble  river  is  then  walled  in  for  thirty  miles  by  high  precipitous 
rocks,  upon  whose  summits  imagination  has  but  to  place  some  ruined 
castles  to  suggest  olden  memories,  and  the  inferiority  of  the  scenery  of 
the  vaunted  Rhine  to  that  of  the  Hudson  must  be  confessed. 

Traveller.  Thank  you  for  this  information ;  pray  deposit  a  counter 
in  my  bag,  that  I  may  remember  to  whom  I  owe  it.  I  propose  to  stop 
at  Tarrytown. 

Number  Two  and  Three  not  answering, 

Number  Four.  Pray  visit  the  spot  of  Andre's  arrest.  After  the 
final  arrangements  with  Arnold  in  regard  to  the  betrayal  of  West  Point 
were  made,  Andre  proceeded  on  horseback  to  New  York,  and  when  he 
reached  this  spot  supposed  himself  to  be  within  the  British  lines,  and 
thus  secure  from  danger.  Here  he  was  stopped  by  three  soldiers,  whose 
names  will  ever  be  held  in  remembrance — Paulding,  Williams,  and  Van 
Wart.  Instead  of  showing  his  passport,  he  inquired  whence  they  came, 
and  receiving  for  answer  "from  below,"  he  responded  "So  do  I,"  show- 
ing at  the  same  time  his  uniform  as  a  British  officer.  "  We  arrest  you 
as  an  enemy  to  our  country,"  replied  these  soldiers;  and  resisting  all 
his  attempts  at  bribery,  they  led  him  captive  to  the  head-quarters  of 
the  American  general.  His  sad  fate  is  well  known.  Hung  as  a  spy 
near  this  place,  his  remains  were  left  here  a  few  years,  but  are  depo- 
sited among  England's  illustrious  dead  in  Westminster  Abbey.  Num- 
ber Four  deposits  a  counter. 

Number  Seven.  The  Hudson  is  rich  in  revolutionary  reminiscences. 
A  short  distance  from  Tarrytown,  on  the  opposite  shore,  you  will  reach 
Stony  Point,  the  scene  of  Mad  Anthony  Wayne's  daring  exploit  in 
1779,  when,  without  firing  a  single  gun,  the  fort  here  situated  was  sur- 
prised and  taken  by  assault,  forming  one  of  the  most  brilliant  exploits 
achieved  during  the  war.   A  counter  of  Number  Seven  is  put  into  the  bag. 

Traveller.  I  cannot  stop  long  here,  but  must  proceed  with  my 
journey.     Where  shall  I  stop  next  ? 

Number  Nine.  You  pass  then  at  once  into  the  Highlands.  Here 
the  Hudson  has  burst  its  way  at  some  distant  period  through  the  moun- 
tains, leaving  on  each  side  a  rampart  of  almost  perpendicular  hills  of 
from  six  hundred  to  seventeen  hundred  feet  above  the  level  of  the  river. 
Most  prominent  among  them  are  the  Dunderberg^  Anthony's  Nose,  and 
Butter  Hill.    Number  Nine  deposits  a  counter. 

Number  Twelve.  In  the  bosom  of  the  Highlands  you  will  find 
West  Point,  which  is  unquestionably  the  most  romantic  spot  on  the 
river.  The  village  is  placed  upon  the  top  of  a  promontory  one  hun- 
dred and  eighty-eight  feet  above  the  river,  where  there  is  spread  out  a 


76  GAMES    REQliEING    WIT    *ND    INTELLIGENCE 

level  plateau  or  terrace  more  than  one  mile  in  circumference.  Numbef 
Twelve  puts  a  counter  into  the  bag. 

Traveller.     Can  you  give  me  any  other  information? 

Number  Two.  West  Point  is  the  seat  of  the  United  States  Military 
Academy,  established  in  1812 ;  the  land  was  ceded  to  the  United  States 
by  New  York  in  1826.     Number  Two  deposits  a  counter. 

Number  Six.  It  is  famous  as  the  scene  of  Arnold's  treason.  During 
the  Revolution  this  post  was  considered  the  key  of  the  Hudson,  and  a 
heavy  chain  was  here  stretched  from  shore  to  shore.  The  British  were 
very  anxious  to  obtain  possession  of  this  place,  which  they  wrould  have 
done  had  Arnold's  treason  succeeded.  Number  Six  hands  the  traveller 
&  counter. 

Traveller.     Are  there  more  objects  of  interest  on  the  river  ? 

Number  Eight.  Notice  the  Catskill  Mountains,  which  present  a 
very  abrupt  front  to  the  river  and  run  nearly  parallel  to  it  for  twenty 
miles.  The  views  from  the  Mountain  House  are  grand  and  majestic — 
up  and  down  the  Hudson  one  can  see  for  seventy  miles  either  way — 
and  the  Fall  of  the  Katers  Kill,  three  miles  from  the  House,  is  exceed- 
ingly beautiful.     Number  Eight  deposits  a  counter. 

Traveller.  My  time  will  not  permit  me  to  visit  all  objects  and 
places  of  interest;  the  principal  ones  must  content  me;  my  next  resting- 
place  will  be  Albany. 

Number  Three.  You  will  find  Albany  pleasantly  situated.  From 
the  top  of  the  capitol,  winch  is  built  on  a  hill,  the  view  is  very  fine. 
You  will  find  all  the  public  State  buildings  worthy  a  visit,  as  well  aa 
those  for  educational  and  literary  purposes,  Albany  being  distinguished 
for  these  last.     Number  Three  deposits  a  counter. 

Traveller.  I  shall  no  doubt  find  pleasure  in  visiting  them,  but  after 
leaving  Albany  I  shall  be  obliged  to  hasten,  taking  the  cars  from  there 
as  the  most  expeditious  way.     Shall  I  stop  at  Schenectady  ? 

No  one  replies,  so  the  Traveller  considers  there  is  nothing  peculiarly 
interesting  there,  and  proceeds  to  another  place,  asking — "Where 
would  you  advise  me  to  stop  ?" 

Number  Five.  The  beauty  of  Trenton  Falls  is  well  and  widely 
celebrated.  Stopping  at  Utica,  you  will  have  a  slight  detour  of  sixteen 
miles  to  make  in  order  to  reach  them,  but  you  will  be  fully  compen- 
sated for  the  trouble.     Number  Five  deposits  a  counter. 

Number  Nine.  When  again  on  your  route,  do  not  fail  to  stop  at 
Syracuse,  at  which  place,  in  connexion  with  the  village  of  Salina,  a 
few  miles  distant,  you  will  find  the  most  extensive  salt  manufactories 
in  the  United  States.     Salt  is  obtained  from  the  various  salt-springs 


0AME9  REQUIRING  WIT  AND  INTELLIGENCE.  77 

here  abundant,  in  several  ways,  by  boiling,  evaporation,  etc., — and  the 
processes  are  exceedingly  interesting.     Number  Nine  hands  a  counter. 

Traveller.     Shall  I  find  more  objects  of  interest  here  ? 

Number  Eleven.     Syracuse  is  situated  on  Onondaga  Lake.     In  the 
southern  part  of  this  State  he  a  cluster  of  lakes  of  which  this  is  one, 
all  remarkable  for  beautiful  scenery.     The  tourist  for  pleasure  will  not . 
regret  the  time  spent  among  them.     Number  Eleven  deposits  a  counter. 

Traveller.  I  am  much  indebted  to  my  friends  for  the  information 
I  have  received;  which  one  will  give  me  an  account  of  my  place  of  des- 
tination ? 

Number  Nine.  On  the  western  border  of  the  State,  in  a  river  or 
strait  of  thirty-four  miles  in  length,  running  from  Lake  Erie  to  Lake 
Ontario,  and  pouring  the  waters  of  the  Great  Lakes  over  a  precipice 
of  one  hundred  and  sixty-five  feet  in  perpendicular  height,  thunders 
the  far-famed  and  unrivalled  cataract  of  Niagara,  in  whose  presence 
all  stand  dumb  with  no  power  to  describe,  but  only  to  wonder  and 
adore.  About  three  miles  below  its  commencement  the  river  divides 
into  two  arms,  which  embrace  an  island  called  Grand  Island,  twelve 
miles  long  and  from  two  to  seven  wide.  Nearly  three  miles  below 
Grand  Island  the  Rapids  commence,  and  after  a  course  of  rathor  more 
than  half  a  mile,  terminate  in  the  Great  Cataract.  Goat  Island,  a  quarter 
of  a  mile  wide  and  half  a  mile  long,  extends  to  the  very  brow  of  the  pre- 
cipice, and  divides  the  Falls  into  two  portions,  the  higher  of  which  is  on 
the  American  side,  but  the  greatest  body  of  water  is  on  the  Canadian. 
The  American  Fall  is  again  subdivided  very  unequally  by  Iris  Island, 
with  the  greater  of  these  subdivisions  nearest  the  New  York  shore.  Of 
the  grandeur  and  sublimity  of  this  scene,  and  of  the  emotions  with 
which  it  fills  the  soul,  I  am  utterly  unable  to  speak. 

The  Traveller  having  reached  his  place  of  destination,  examines  his 
bag,  and  finding  that  Number  Nine  has  deposited  the  most  counters, 
he  is  considered  to  have  won  the  game  and  is  entitled  to  be  the  Travel- 
ler in  the  next  game. 


THE  RHYMING  GAME. 
One  person  thinks  of  a  word,  and  gives  a  word  that  will  rhyme  with 
it;  the  players,  while  endeavoring  to  guess  the  word,  think  of  those 
that  will  rhyme  with  the  one  given,  and  instead  of  speaking,  define 
them ;  then  the  first  person  must  be  quick  in  guessing  what  is  meant 
by  the  description  and  answers,  if  it  is  right  or  no,  giving  the  definition 
to  the  question.     Here  are  two  examples : 


78  GAMES   REQUIRING   WIT   AND  INTELLIGENCE. 

"  I  have  a  word  that  rhymes  with  bun." 

"  Is  it  what  many  people  call  great  sport  or  merriment?" 

"No,  it  is  not  fun." 

"  Is  it  a  troublesome  creditor  ?" 

"No,  it  is  not  a  dun." 

"  Is  it  a  kind  of  fire-arm  ?" 

"No,  it  is  not  a  gun." 

"  Is  it  a  religious  woman  who  lives  in  retirement  ?" 

"  No,  it  is  not  a  nun." 

"  Is  it  the  act  of  moving  very  swiftly,  or  what  one  does  when  in 
great  haste  ?" 

"  No,  it's  not  to  run." 

"Is  it  a  quibble,  or  play  upon  words?" 

"  No,  it  is  not  a  pun." 

"  Is  it  a  word  that  we  often  use  to  denote  that  a  tiling  is  finished  V 

"No,  it  is  not  done." 

"Is  it  a  weight?" 

"No,  it  is  not  a  ton." 

"  Well,  is  it  that  luminary  that  shines  by  day,  and  brightens  every- 
thing it  shines  upon?" 

"  Yes,  it  is  the  sun." 

The  one  who  guessed  the  word  will  then,  perhaps,  say: 

"  I've  thought  of  a  word  that  rhymes  with  sane." 

"  Is  it  a  native  of  Denmark  ?" 

"  No,  it  is  not  a  Dane." 

"Is  it  used  by  old  gentlemen?" 

"  No,  it  is  not  cane." 

"  Is  it  what  is  meant  when  we  say  we  would  be  glad  to  do  so  and  so  T 

"  No,  it  is  not  fain." 

"  Is  it  what  we  all  suffer  when  in  great  distress  ?" 

"  No,  it  is  not  pain." 

"  Is  it  a  Christian  name  ?" 

"  No,  it  is  not  Jane." 

"  Is  it  to  obtain  by  success,  to  win  ?" 

"  No,  it  is  not  to  gain." 

"  Is  it  the  hair  that  grows  on  the  neck  of  animals  ?" 

"  No,  it  is  not  the  mane." 

"  Is  it  a  very  narrow  way  or  passage  ?" 

"  No,  it  is  not  a  lane." 

"  I»  it  that  which  causes  so  many  disappointments  to  th«  jroung  T ' 


GAMES   REQUIRING   WIT  AND   INTELLIGENCE.  79 

u  No,  it  is  not  rain." 
u  Is  it  a  square  of  glass  ?" 
"  No,  it  is  not  a  pane." 

"  Is  it  to  be  proud  of  one's  own  accompnsnments  ?" 
"  No,  it  is  not  vain." 

"  Is  it  the  first  in  importance ;  or  the  ocean  ?" 
rt  No,  it  is  not  the  main." 
"  Is  it  another  name  for  poison  ?" 
"  No,  it  is  not  bane." 

"  Is  it  that  object  which  is  placed  on  the  top  of  spires  ani  is  moved 
by  the  wind?" 

"  Yes,  it  is  a  vane." 


CKAMBO. 


This  game  is  played  as  follows : — Each  player  has  to  write  a  noun  on 
a  small  piece  of  paper,  and  a  question  on  a  larger  one.  All  are  then 
thrown  together  and  shuffled,  and  a  question  and  noun  being  drawn 
out,  a  reply  must  be  given  in  poetry,  in  which  the  noun  is  introduced. 
The  following  may  suffice  for  examples : 

Q.  Are  you  fond  of  poetry  ? 
Noun.  Fire. 

"  Had  I  the  soul  of  him  who  once, 

In  olden  time,  '  Father  of  History'  was  named, 

I'd  prove  my  love,  not  by  mere  affirmation, 

But  by  glowing  thoughts  and  words  of  fire 

"Writ  down  on  the  spotless  page, 

And  thus  convey  my  feelings  to  posterity." 

Q.  Define  the  term  Imagination. 
Noun.  Bridge. 

"  'Tis  like  a  castle  built  on  high, 
A  thing  without  foundation ; 
A  bridge  by  which  we  reach  the  sky ; 
Is  this  Imagination  ?" 

The  shorter  the  reply  is,  the  better ;  it  may  be  an  original  impromptu, 
or  a  quotation.     Those  who  are  clever  and  quick-witted  can  make  tins 

game  a  very  amusing  and  lively  one,  by  introducing  into  the  answers 

.  -  • 


80  GAMES   REQUIRING   WIT   AND   INTELLIGENCE. 

sly  allusions  to  various  parties  in  the  room,  as  the  papers  we  collected 
and  read  aloud  by  one  person,  so  that  no  one  is  presumed  to  know  by 
whom  they  v>  are  severally  written. 


BOUT    RHYMES. 

These  are  attributed  to  the  French ;  being  invented,  it  is  said,  by 
Dulvt,  a  poor  poet,  who  employed  himself  in  finding  rhymes  for  othera 
to  fill  up  with  words,  in  the  days  when  sonnets  were  fashionable. 
Make,  for  instance,  a  sonnet  of  the  following  rhymes : 

love,     prove,     home,     roam,     fears,     tears,     rose, 
those,  green,     seen,       cause,     laws,     hours,  flowers. 

It  is  not  necessary  that  good  poetry  should  be  made.  The  following, 
for  example,  will  show  what  fun  may  sometimes  arise  from  the  use  of 
these  rhyming  words : 

Mary,  you  say  I  do  not  love, 

And  that  from  thee  I  wish  to  roam ; 
Dearest,  my  words  and  actions  prove 

That  thy  neat  dwelling  is  my  home. 
Then  dim  not  those  sweet  eyes  with  tears — 

For  which  I  fain  would  find  a  cause ; 
Pale  not  thy  cheeks  with  needless  fears, 

Breathe  not  a  word  against  love's  laws ! 
0  class  me  not,  my  love,  with  those 

Who  waste  away  their  precious  hours, 
For  though  I  rather  like  the  rose, 

I'm  not  so  very  fond  of  flowers ; 
By  thy  dear  side  I'm  seldom  seen 

Where  flowers  are  sold,  Fm  not  so  green/ 


THE  LITTLE  FORTUNE  TELLER. 

This  game  is  played  by  any  number  of  persons,  and  is  productive  of 
much  amusement.  Make  a  board  after  the  following  pattern, — a 
square  of  eleven  with  the  figure  one  for  the  centre.  The  person  who 
wishes  to  try  his  fortune  must  place  the  finger  on  the  board  without 


QIJIEB    REQUIRING    WIT    AND   INTELLIGENCE, 


61 


looking  at  it;  then  refer  to  the  list  for  the  number  marked  on  the 
square  touched,  and  you  will  obtain  an  answer,  which,  like  those  given 
by  professed  fortune-tellers,  will  often  prove  false  or  ridiculous;  as, 
for  instance,  when  a  married  lady  is  told  that  she  longs  to  be  marked 
(84),  or  a  child  of  seven  is  informed  that  he  will  be  married  this  yea 
^89) ;  but  it  is  a  very  amus ng  game  notwithstanding. 


117  |  1J8 

119 

120 

121 

82 

83 

84 

85 

86 

87 

116 

78 

79 

80 

81 

50 

61 

52 

53 

54 

88 

115 

77 

47 

48 

49 

26 

27 

28 

29 

55 

89 
90 

114 

76 

46 

24 

25 

10 

11 

12 

30 

56 

113 

75 

45 

23 

9 

2 

3 

13 

•31 

57 

91 

112 

74 

44 

22 

8 

1 

4 

14 

32 

58 

92 

111 

73 

43 

21 

7 
19 
39 

6 
18 

5 

15 

33 

59 

93 

110 

72 

42 

20 

17 

16 

34 

60 

94 

109 

71 

41 

40 

38 

37 

36 

35 

61 

95 

108 

70 

69 

68 

67 

66 

65 

64 

63 

62 

96 

107 

106 

105 

104 

103 

102 

101 

100 

99 

98 

97 

2. 

3. 

4. 

5. 

6. 

7. 

8. 

9. 
10. 
11. 
12. 
13 

7  u 


ANSWERS   TO   FORTUNE-TELLER. 

A  life  full  of  changes    die  rich. 

Early  marriage  and  prosperous. 

Many  lovers,  bui  die  single. 

A  speedy  journey  of  great  importance. 

Become  rich  through  a  legacy. 

Hours  of  pleasure,  years  of  care. 

Your  present  lover  is  false. 

You  will  marry  your  present  choice. 

Wed  thrice,  and  die  in  widowhood. 

You  will  travel  over  land  and  sea. 

fS  not  already  wed,  you  never  will  be. 

xaming  will  be  your  ruin. 

Z ou  will  be  very  happy  in  marriage. 

fou  will  change  your  love  soon 


RJ?  GAMES   REQUIRING  WIT  AND  INTELLIGENCE 

15.  A  long  life  and  prosperous. 

16.  A  rival  will  cause  you  tears. 

17.  Beware  of  a  false  friend. 

18.  Fate  decrees  you  two  partners. 

7  19.  A  large  family  of  prosperous  children. 

20.  You  will  not  wed  your  present  lover. 

J  1 21.  You  will  soon  fall  desperately  in  love,  m      ** 

22.  You  will  soon  be  in  mourning. 

23.  You  will  gain  an  estate  by  industry. 

/  24.  You  will  better  yourself  by  marriage. 

25.  You  will  soon  lose  by  fraud. 

26.  You  will  marry  an  ill-tempered  person. 

27.  A  sudden  rise  attends  you. 

28.  You  will  see  an  absent  lover.  - 

29.  Many  enemies,  but  finally  triumph. 

.   30.  A  bad  partner,  but  happy  reformation. 
a  31.  A  speedy  proposal  of  marriage. 
'32.  A  present,  and  a  new  lover.  • 

33.  Invitation  to  a  gay  party. 

34.  A  serious  quarrel. 

35.  A  disgraceful  intrigue. 

36.  A  run  of  ill  luck. 

37.  Gifts  of  money. 

38.  A  good  partner  in  marriage. 

39.  You  will  become  rich. 

40.  Money  through  love.   ■ 

41.  Cash  by  trade. 

42.  A  long  journey. 

43.  Important  news  soon. 

44.  Mind  what  you  say  to  a  lover 

45.  A  present  from  a  distance. 

46.  A  dispute  with  one  you  love. 
J>  47.  Visit  from  a  distant  friend. 

48.  A  lawsuit. 

49.  Advancement  in  life. 

50.  Love  at  first  sight. 

51.  A  prize  worth  having. 

52.  Wealth,  dignity,  honor 

53.  Visit  to  a  foreign  laud. 

54.  Profit  by  industry. 

55.  A  multitude  of  card* 


GAMES    REQUIRING    WIT   AND    INTELLIGKL4B  81 

56.  Preferment  through  a  friend. 
'    57.  Second  partner  better  than  first. 
%  58.  Surmount  many  difficulties. 
2  /  59.  A  false  friend. ' 

60.  A  pleasing  surprise. 

61.  A  change  in  your  affairs. 

62.  A  ramble  by  moonlight 

63.  Injured  by  scandal. 

64.  Unpleasant  tidings. 

65.  Great  loss  and  disappointment. 

66.  About  to  attend  a  christening. 

67.  Change  of  situation. 

68.  A  handsome  present  soon. 

69.  An  invitation  to  a  marriage. 

70.  News  from  sea. 

71.  Happiness  or  marriage. 

72.  Pleasant  intelligence  from  abroad. 

73.  An  agreeable  partner. 

74.  You  are  in  love,  though  you  won't  an  >w  it 

75.  A  quarrel  with  your  intended. 

76.  Disappointment  in  love. 

77.  You  will  fall  in  love  with  one  who  is  already  engaged 

78.  You  will  inherit  an  estate  shortly. 

79.  An  unexpected  death. 

80.  You  meditate  an  elopement. 

81.  A  dangerous  illness. 

82.  Crosses  and  disappointments  await  you. 

83.  You  have  three  strings  to  your  bow. 

84.  You  long  to  be  married. 

85.  Your  intended  is  in  the  sere  and  yellow  lea£ 

86.  A  lapful  of  money  and  a  lapful  oi  children. 

87.  You  will  marry  a  widow  or  widower. 

88.  You  will  have  few  friends. 

89.  You  will  be  married  this  year. 

90.  You  will  be  apt  to  break  your  promise. 

91.  Marry  in  haste  and  repent  at  leisure. 

92.  You  are  in  danger  of  losing  your  sweethearti 

93.  Beware  of  changing  for  the  worse. 

94.  You  shall  have  many  offers. 

95.  You  will  be  happy  if  contented. 
-}J96.  You  will  shortly  obtain  your  wishes. 


G AMES    RjtfQUIRIN'G    VTET   AND   INTELLIGENCE. 

97.  An  advantageous  bargain. 

98.  You  will  see  your  intended  next  Sunday  for  the  first 

99.  Others  will  covet  your  good  luck. 

100.  Travel  in  a  foreign  land. 

101.  Venture  freely  and  you  will  certainly  gain. 

102.  Your  present  speculations  will  succeed. 

103  You  love  one  who  does  not  love  you. 

104  Wealth  from  a  quarter  you  little  suspect. 

105  You  will  obtain  your  wishes  through  a  friend. 

106.  A  fortune  is  in  store  for  you — persevere. 

107.  Alter  }'our  intention ;  you  cannot  suoceed. 

108.  Remain  at  home  for  the  present. 

109.  Ill  luck  awaits  you. 

110.  Prepare  for  a  journey. 

111.  You  will  succeed  according  to  your  wishes. 

112.  Beware  of  enemies  who  seek  to  do  you  harm. 

113.  Misfortune  at  first,  but  comfort  and  happiness  after. 

114.  Prosperity  in  all  your  undertakings. 

115.  Rely  not  on  one  who  pretends  to  be  your  friend. 

116.  Change  your  situation  and  you  will  do  better. 

117.  It  will  be  difficult  for  you  to  get  a  partner. 

118.  Your  love  is  whimsical  and  changeable. 

119.  You  will  meet  with  sorrow  and  trouble. 

120.  Your  love  wishes  to  be  yours  this  moment 

121.  You  will  gain  nothing  by  marriage. 


THE  TORN  LETTER. 


A  lady  presents  to  a  gentleman  a  paper  containing  certain  injurious 
phrases  which  he  is  accused  of  having  written  about  her,  and  asks  if  he 
can  justify  his  infamous  conduct.  In  order  to  do  so,  he  proves  that  the 
letter  has  been  torn  in  half,  by  adding  to  the  end  of  each  fine  certain 
other  expressions,  which  he  declares  were  to  be  found  in  the  original 
manuscript,  and  which  quite  alter  the  meaning  of  the  letter  to  one 
highly  favorable  to  the  lady. 


"  I  confess  to  a  great  contempt  for 
Miss .  whom  I  consider 


GAMES    REQUTRIVCr    WIT    A\'D    INTELLIGENCE.  $5 

the  most  ridiculous  person 
in  the  world.     She  is  entirely 
without  sense,  heart,  or  beauty 
The  man  whom  she  may 
love  is  much  to  be  pitied :  the 
man  who  could  love  her 
if  any  such  exist,  is 
entitled  to  our  execration." 

To  make  this  somewhat  scurrilous  production  palatable,  the  psnitejit 
has  only  to  add  to  each  line  (in  their  place)  the  following  words  >- 

— the  idiots  who  cannot  admire 
—charming.      Otherwise  I  should  be 
—breathing.     She  is  without  equal 
— -faultless.     Only  those  who,  being 
— -feel  envious,  could  detract  from  her. 
— -prefer,  and  who  cannot  appreciate  her 
— crime  of  separating  her  from  the 
— sincerely,  few  would  be  responsible  for  ; 
— not  so  much  selfish  thoughtlessness 

By  placing  which  in  proper  connexion  with  the  lines  given,  the  let- 
ter will  be  found  to  read  as  follows : — 

"  I  confess  to  a  great  contempt  for  Hie  idiots  who  cannot  admire  Miss 
-,  whom  I  consider  charming.     Otherwise  I  should  be  the  most 


ridiculous  person  breathing.  She  is  without  equal  in  the  world.  She  is 
entirely  faultless.  Only  those  who,  being  without  sense,  heart,  or  beauty, 
feel  envious,  could  detract  from  her.  The  man  whom  she  may  prefer,  and 
who  cannot  appreciate  her  love,  is  much  to  be  pitied :  the  crime  of  sepa- 
rating her  from  the  man  who  could  love  her  sincerely,  few  would  be 
responsible  for ;  if  any  such  exist,  is  not  so  much  selfish  thoughikssnest 
entitled  to  our  execration?" 


ENTREE:  OR,  "HOW  DO  YOU  LIKE  IT?"  "WHERE  DU 
YOU  LIKE  IT?"  "WHEN  DO  YOU  LIKE  IT?" 

This  is  a  pleasing  amusement  for  the  Christmas  fireside,  and  may  be 
played  by  any  n  imber.     One  of  the  players  (who  volunteers  or  is  §e~ 


8^  GAMES    REQUIRING    WKT   AND    INTELLIGENCE. 

lected  by  chance)  leaves  the  room,  or  goes  out  of  hearing  of  the  others 
who  join  in  the  game.  When  he  has  left  them,  the  players  fix  upon  a 
subject, — for  instance,  an  eatable,  a  piece  of  furniture,  an  article  of 
clothing,  or  anything  to  which  the  above  questions  will  apply,  and  by 
the  answers  to  which  questions,  the  player  who  has  left  the  room  must 
endeavor  to  guess  the  subject  fixed  upon,  the  other  players  striving  to 
mislead  him  by  their  answers,  which,  however,  must  be  applicable. 
For  example,  after  the  subject  is  decided  upon,  the  player  outside  is 
called  in.  After  making  his  entree,  he  proceeds  to  the  nearest  player, 
and  asks  him  the  first  question,  "  How  do  you  like  it?"  who,  supposing 
the  subject  to  be  a  bed,  might  answer,  "I  like  it  warm;"  he  then 
passes  to  the  next  player,  who  might  like  it  cold ;  the  third  might  like 
it  high ;  the  fourth  low,  and  so  on.  After  he  has  been  once  round,  he 
begins  again,  asking  the  second  question,  "Where  do  you  like  it?"  to 
which  the  replies  might  be  "in  a  house,"  "in  a  stable,"  "in  a  kit- 
chen," "in  a  parlor."  He  then  asks  the  third  question,  "When do  you 
like  it?"  to  which  one  might  reply,  "in  the  morning;"  another,  "at 
night;"  a  third,  "when  he  is  ill;"  a  fourth,  "when  he  is  well,"  etc. 
During  the  time  of  his  asking  these  questions  he  is  at  liberty  to  guess  the 
subject,  and  should  he  do  so,  the  player  last  questioned  must  go  out; 
but  should  he  perform  his  three  rounds  without  discovering  it,  he  must 
take  another  turn  outside ;  and  in  either  case  a  new  subject  is  chosen. 
Another  mode  is,  for  one  player  to  leave  the  room,  while  those  who 
remain  fix  upon  a  subject ;  the  outside  player  is  then  called  in,  and 
ask^d  the  questions  in  succession,  when  much  amusement  is  created  by 
the  apparent  absurdity  of  his  answers.  The  players  take  it  by  turns  tw 
go  outside. 


PROVERBS. 

This  game,  like  that  of  "Entree"  is  a  trial  of  skill  between  onepiayer 
and  all  the  rest;  on  his  side  to  discover  a  secret — on  theirs,  to  prevent 
or  render  difficult  its  discovery. 

One  of  the  company  having  left  the  room,  the  rest  select  some 
proverb  in  his  absence.  On  his  re-admittance,  he  must  ask  random 
questions  of  all  the  party  in  turn,  who,  in  their  replies,  must  bring  in 
the  words  of  the  proverb  in  succession.  The  first  person  who  is 
addressed  will  introduce  the  first  word  of  the  proverb  in  the  answer,  the 
second  person,  the  second  word ;  and  so  on  until  the  proverb  is  exhausted. 


GAMES    REQUIRING   WIT   AND    INTELLIGENCE.  81 

For  instance,  "  Honesty  is  the  best  policy,"  is  the  one  selected,  and  sup- 
pose the  first  question  to  be, 

"  Have  you  been  out  to-day  ?"  the  party  questioned  might  say, 

"  Yes,  I  have,  and  very  nearly  lost  my  purse ;  but  it  was  picked  up 

by  a  boy  who  ran  after  me  with  it,  and  whose  'honesty'  I  was  very 

glad  tc  reward." 

He  then  passes  on  to  the  next  and  says,  "  Were  you  in  the  country 

last  summer  ?" 

"  Yes,  in  a  most  lovely  place,  -w>ere  it  'is'  very  mountainous." 

.  To  the  next  one  he  asks,  "  Are  you  fond  of  reading  ?" 
"  Oh,  yes,  it  is  one  of  '  the'  sweetest  pleasures." 
To  another,  "  Which  do  you  prefer,  summer  or  winter  ?" 
"  Both  are  so  delightful,  that  I  do  not  know  which  I  like  '  best.'  " 
To  the  last,  "  Can  you  tell  me  if  there  are  any  more  words  in  this 

proverb  ?" 

"  I  will  give  you  the  last  word,  but  I  would  show  greater  '  policy' 

if  I  refused  to  answer  you." 

The  person  must  then  guess  it  or  forfeit,  and  the  one  whose  answer 

first  gave  him  the  idea  must  take  his  turn  of  being  guesser.     If  any  are 

unable  to  bring  in  their  word,  they  must  likewise  pay  a  forfeit.     It  is 

an  extremely  amusing  game,  from  the  laughable  way  in  which  some  of 

the  words  are  necessarily  introduced. 

The  proverb  should  be  a  familiar  one,  and  care  should  be  taken  to 

speak  the  word  of  the  proverb  as  distinctly  as  the  others,  but  not  to 

emphasize  it. 


WHAT  IS  MY  THOUGHT  LIKE? 

The  leader  of  the  game,  having  thought  of  some  object,  asks  his  com- 
panions, "  What  is  my  thought  like  ?" 

As  all  are  ignorant  of  what  he  is  thinking  about,  their  answers  can 
of  course  be  but  random  ones.  When  he  has  questioned  them  all, 
they  must- give  a  reason  why  the  answers  given  resemble  the  thought. 
Suppose  he  had  thought  of  a  rose,  and  one  of  the  party  had  said,  "  His 
thought  was  like  a  little  child,"  the  reason  given  might  be  because  both 
are  tender  and  fragile,  and  must  not  be  treated  roughly.  Another 
might  have  said  "Like  a  piano;"  here  the  reason  might  be  given 
Because  sweetness  comes  from  both.  If  any  one  is  unable  to  find  any 
similarity  in  his  answer  to  the  thought,  he  must  pay  a  forfeit 


88  GAMES    REQtJlRrNG    WIT    AND    I^TELl^GEJSTCE. 

"What's  my  thought  like?"  is  not  suited  to  vf*y  young  children-, 
those  of  a  much  larger  growth  need  not  scorn  this  trial  of  their  wit  and 
intellect,  while  there  is  fun  enough  about  it  to  prevent  its  being  dull  to 
any.  As  an  example  of  the  manner  in  which  it  is  played,  we  will  de- 
scribe a  round  of  it  which  took  place  by  our  own  fireside  this  season. 
One  of  the  party  thought  of  a  newspaper,  and  the  successive  answers 
to  the  question,"  What's  my  thought  like?"  were,  a  chair,  a  pincushion, 
a  spoon,  a  watch,  a  comb.  When  the  thought  was  declared,  the  chair 
was  in  great  dismay,  protesting  thp'„  she  could  not  possibly  find  a  re- 
semblance, till  it  was  suggested  that  each  might  conduce  to  repose.  This, 
for  want  of  a  better  reason,  was  admitted;  a>xd  the  next  person  was 
asked,  "Why  is  a  newspaper  like  a  pincushi-ii?"  The  answer  given 
was,  "Because  if  it  do  not  contain  something,  pointed  and  hard-headed 
it  is  of  no  value."  Then  the  resemblance  between  a  newspaper  and 
a  spoon  was  said  to  consist  in  each  of  them  giving  the  result  of  a  divi- 
sion ;  and  a  newspaper  and  a  watch  were  each  said  to  give  note  of  the 
time.  Why  a  newspaper  was  like  a  comb,  was  not  quite  so  evident ; 
and  many  answers  were  suggested,  till  at  last  it  was  agreed  that  the 
best  reason  was,  "  Because  it  is  the  province  of  each  to  smooth  rough- 
ness, to  disentangle  difficulties,  and  to  connect  parties  together,  without 
showing  its  teeth."  Children  like  conundrums,  and  this  game  bears  so 
great  a  resemblance  to  them,  that  it  engages  the  attention  even  of  thoso 
who  are  too  young  to  join  in  it. 


EEADY    RHYME. 

This  game  should  not  be  attempted  by  very  young  players,  as  h 
would  most  like V  prove  tedious  to  many  of  them ;  but  to  those  who 
are  fond  of  exercising  their  ingenuity,  it  will  prove  very  amusing 
Two,  four,  or  more  words,  are  written  on  paper,  and  given  to  er.cb 
player :  the  words  must  be  such  as  would  rhyme  together ;  thus,  sup' 
pose  the  party  have  chosen  "  near,  clear,  dell,  bell,"  all  endeavor  to 
make  a  complete  verse,  of  which  the  words  given  shall  compose  the 
rhyme. 

When  all  are  ready,  the  papers  must  be  thrown  in  a  heap,  and  read 
aloud,  and  those  who  have  not  succeeded  must  be  fined,  the  fine  being 
the  recital  of  a  piece  of  poetry,  or  any  of  the  numerous  forfeits  we  give 
in  another  place.     One  of  the  papers  might  read  thus: 


GAMES    REQUIRING   WIT   AND    INTELLIGENCE.  89 

A  gentle  brook  was  murmuring  near, 

Afar  was  heard  the  tinkling  beUy 
And  peaceful  zephyrs,  pure  and  clear, 

Refreshed  us  in  that  shady  deU. 


Another  would  be  quits  different: 


Fairies  in  the  distant  del\ 

As  they  drink  the  waters  clear, 

From  the  yellow  cowslip  bell, 
"What  have  they  to  heed  or  fear  ? 


THE  GAME  OF  CONSEQUENCES. 

This  game  requires  paper  and  pencils,  and  each  one  is  to  write  accord- 
ing to  the  directions  which  are  given  by  the  leader.  The  first  one  is  told 
to  write  one  or  more  terms  descriptive  of  a  gentleman,  who  does  so,  and 
then  folds  down  the  paper  so  as  to  conceal  what  is  written,  and  hands 
it  to  the  next  one,  who,  after  receiving  the  order,  writes,  folds  the 
paper  down  as  before,  and  passes  it  on  to  the  next  one,  and  so  on,  until 
the  directions  are  exhausted.  The  leader  then  reads  the  contents  of  the 
sheet  aloud,  which  from  its  inconsistencies  and  absurdities  will  cause 
much  amusement. 

Let  us  suppose  these  to  be  the  directions  of  the  one  acting  as 
leader : 

"  Begin  by  writing  a  term  descriptive  of  a  gentleman.'' 

"  A  gentleman's  name ;  some  one  you  know  or  some  distinguished 
person." 

"  An  adjective  descriptive  of  a  lady." 

"  A  lady's  name." 

"  Mention  a  place  and  describe  it." 

"Write  down  some  date  or  period  of  time  when  a  thing  might 
happen." 

"  Put  a  speech  into  the  gentleman's  mouth." 

"  Make  the  lady  reply." 

li  Tell  what  the  consequences  were  ?" 

"  And  what  the  world  said  of  it  ?" 

The  paper  being  opened,  wc  will  suppose  it  to  read  as  follows  : 

"The  modest  and  benevolent  Nena  Sahib,  met  the  beautiful  and 


90  GAMES   REQUIRING    WIT   AND   INTELLIGENCE. 

fascinating  Lola  Montez,  at  Baruum's  Museum,  on  the  4th  of  July, 
1776.  He  said,  '  Dearest,  I  adore  you,'  and  she  replied,  '  I'm  very  fond 
of  it"  The  consequences  were,  that  they  were  married,  and  the 
world  said,  '  All's  well  that  ends  well'  " 


CAPPING    VERSES. 

There  are  many  games  in  which  the  reader  of  poetry  finds  his  me- 
mory agreeably  taxed.     We  will  give  you  two  or  three.    One  is  called 

LAST    LETTERS. 

One  person  gives  a  line  or  a  verse  of  poetry ;  the  next  one  must  give 
another,  beginning  with  the  last  letter  of  the  first  line ;  and  the  third 
takes  the  last  letter  of  the  second  line  to  commence  his.  For  instance 
Number  One  gives — 

"  Dear  to  this  heart  are  the  scenes  of  my  childnood." 

Number  Two  takes  D,  the  last  letter  of  the  first  line,  to  begin  his  verse — ■ 

u  Dear  creature !  you'd  swear, 

When  her  delicate  feet  in  the  dance  twinkle  round, 
That  her  steps  are  of  light,  that  her  home  is  the  air, 

And  she  only,  par  complaisance,  touches  the  ground." 

Another  D  for  Number  Three,  who  gives — 

"  Devoted,  anxious,  generous,  void  of  guile, 
And  with  her  whole  heart's  welcome  in  her  smile."* 

Number  Four,  with  E  for  his  letter,  hesitates ;  this  costs  him  a  forfeit, 
for  the  least  hesitation  in  this  game  must  pay  that  penalty.  So,  as  Num- 
ber Four  is  outlawed  by  hesitating  over  a  difficult  letter,  Number  Five 
gives — 

11  Edward  will  always  bear  himself  a  king." 

Stilt  another  game  of  this  kind  is  for  the  last  word  instead  of  letter 
of  the  first  line  taken  to  begin  the  second,  as  Number  One  (poor  fellow 
ho  has  the  heartache)  gives — 

u  Ah,  shouldst  thou  live  but  once  love's  sweets  to  prove. 
Thou  wilt  not  love  to  live,  unless  thou  live  to  love." 


GAMES   REQUIRING    WIT   AND    INTELLIGENCE.  91 

.N  umber  Two — at  whom  Number  One  has  been  oasting  unutterably 
tender  glances — says,  rather  sharply, 

1  Love  is  a  sickness  full  of  woes, 
All  remedies  refusing; 
A  plant  that  with  most  cutting  grows." 

And  the  others  carry  on  the  game. 


THREAD  PAPER  POETRY. 

This  is  another  interesting  game,  and  one  which  requires  more  play 
oi  intellect. 

A  piece  of  paper  and  a  lead  pencil  are  all  the  preparations  necessary. 
The  first  player  takes  the  paper  and  writes  upon  it  a  line  of  poetry,  a 
quotation;  the  name  of  the  author  may  be  added,  though  it  is  not 
necessary.  When  the  line  is  written,  he  folds  the  paper  so  as  to  hide 
what  is  written,  and  passes  it  to  the  second  player,  telling  him  the 
last  word  of  the  line.  The  second  must  then  write  a  line  to  rhyme 
with  the  first,  and  also  add  a  line  of  his  own,  and  pass  the  paper  on. 

For  instance  No.  1  writes — 

"  This  Nymph  to  the  destruction  of  mankind." — Pope. 

doubles  the  paper,  and  passes  it  to  No.  2,  who  adds — 

"  Had  three  small  mice,  and  all  were  blind ; 
The  least  ran  after  the  butcher's  wife.1' — Nursery  Khymm. 

No.  3,  a  sentimental  maiden,  writes — 

"  And  then  she  cried,  '  I'm  weary  of  my  life, 
My  dream  of  love  is  over — he  is  gone.'  " — Original. 

No.  4,  also  a  maiden,  who  has  lately  studied  Byron — 

"  The  spell  is  broke,  the  charm  is  flown ! 
Thus  is  it  with  life's  fitful  fever." — Byron. 

No.  5,  a  grave,  sedate  man,  writes — 

"  I  look  upon  thee,  now,  as  lost  for  ever; 
To  me,  at  least,  it  is  as  if  thou  wert  dead." — Authority  forgotten, 

Wo.  6,  thinking  dead  a  solemn  word,  gives — 

"  I  care  not,  so  my  spirit  last  long  after  life  has  fled." — L.  K  L. 


92  CxAMES. 

And  so  on.  This  specimen  is  enough  to  show  how  the  game  goes. 
Sometimes  the  cross  readings  are  very  amusing.  The  paper  is  to  be 
read  aloud  after  it  is  filled  up,  and  some  very  curious  combinations  are 
often  found. 


GEOGRAPHICAL  PLAY. 

Let  each  person  of  a  party  write  on  a  piece  of  paper  the  name  of 
some  town,  country,  or  province ;  shuffle  liiese  tickets  together  in  a 
little  basket,  and  whoever  draws  out  one  is  obliged  to  give  an  account 
of  some  production,  either  natural  or  manufactured,  for  which  that 
place  is  remarkable.  This  game  brings  out  a  number  of  curious  bits  of 
information  which  the  party  may  have  gleaned  in  reading  or  in  travel- 
ling, and  which  they  might  never  have  mentioned  to  each  other,  but 
from  some  such  motive. 

Let  us  suppose  there  to  be  drawn  Nuremberg,  Turkey,  and  Iceland, 
of  which  the  drawers  narrate  thus : — 

Nuremberg  has  given  to  the  world  many  useful  inventions.  Here 
were  first  made  the  pocket-watch,  the  air-gun,  gun-lock,  and  various 
mathematical  and  musical  instruments ;  and  at  present  half  the  children 
of  Europe  are  indebted  to  Nuremberg  for  toys ;  and  the  industry  of 
the  inhabitants  is  extended  to  teaching  birds  to  pipe. 

Turkey  is  celebrated  for  its  costly  carpets,  which  all  the  efforts  of 
European  art  and  capital  have  failed  in  closely  imitating ;  yet  these 
carpets  are  woven  by  the  women  among  the  wandering  tribes  of  Asiatic 
Turkey.  The  "  Turkey  Bird"  is,  however,  very  absurdly  named,  since  it 
conveys  the  false  idea  that  the  turkey  originated  in  Asia,  whereas  it  is 
a  native  of  America.  Neither  is  "  Turkey  Coffee"  grown  in  Turkey, 
but  is  so  named  from  the  great  consumption  of  coffee  in  that  country. 

Iceland  produces  in  abundance  a  certain  lichen  called  Iceland  Moss, 
which  is  brought  to  America  as  a  medicine,  but  is  in  its  native  country 
used  in  immense  quantities  as  an  article  of  common  food.  When  the 
bitter  quality  has  been  extracted  by  steeping  in  water,  the  moss  ia 
dried  and  reduced  to  powder,  and  then  made  into  a  cake  with  meal,  or 
boiled  and  eaten  with  milk. 


forfeits. 


Yottkc  people  are  often  at  a  loss  for  good  forfeits  ia  their  games.  In 
the  schemes  of  advice  upon  the  subject,  the  penalties  they  impose  are 
sometimes  vulgar,  or  highly  absurd,  creating  confusion  where  innocent 
pleasure  is  designed.  The  following  are  suggested  to  help  our  young 
friends  out  of  the  difficulty. 

These  forfeits,  it  will  be  seen,  have  each  a  separate  name  and  num- 
ber. jCs  ow,  a  good  plan  would  be  for  a  person  who  is  to  take  an  active 
part  in  the  evening  party  to  read  them  over  during  the  day,  and  to 
become  acquainted  with  them.  Then,  in  allotting  the  forfeits,  when 
they  ate  called,  thus : 

"  HEBE'S  A  PRETTY  THING,  AND  A  VERY  PRETTY  THING,  AND  WHAT  3HALL 
THE  OWNER  OF  THIS  THING   DO  ?" 

The  person  awarding  the  forfeits  may  call  out  "  No.  1,"  "  No.  10," 
"No.  15,"  or  any  other  number;  or  may  say  (which  would  be  moro 
amusing),  "Hush  a  bye,  baby/"  " Hobsoris  Choke!"  "Dot  and  Carry 
One!*  etc.  This  work  may  be  laid  on  the  table,  to  afford  further 
explanation  of  the  forfeits,  or  be  held  in  the  hand  of  the  person  who  is 
holding  up  the  forfeits  while  they  are  being  cried ;  and  this  person  can 
at  once  explain  what  is  to  be  done.  In  this  way  the  redemption  of 
the  forfeits  will  go  on  freely,  without  stoppage  or  hesitation,  and  a 
capital  evening's  amusement  be  derived. 

1.    THE    KNIGHT    OF   THE    RUEFUL    COUNTENANCE. 

The  player  whose  forfeit  is  cried  is  so  called.  He  must  take  a  lighted 
candle  in  his  hand,  and  select  some  other  player  to  be  his  squire,  who 
takes  hold  of  his  arm,  and  they  then  both  go  round  to  all  the  ladies  in 
the  company.  It  is  the  squire's  office  to  kiss  the  hand  of  each  lady, 
and  after  each  kiss  to  wipe  the  knight's  mouth  with  a  handkerchief 
The  knight  must  carry  the  candle  through  the  penance,  and  preserve  a 
grave  countenance. 

2.    JOURNEY   TO   ROME. 

The  person  whose  forfeit  is  called  must  go  round  to  all  in  tbe  company, 


94  FORFEITS. 

to  tell  them  that  he  is  going  on  a  journey  to  Rome,  and  that  he  will 
feel  great  pleasure  in  taking  anything  for  his  Holiness  the  Pope. 
Every  one  must  give  something  to  the  traveller.  (The  more  cumber- 
some or  awkward  to  carry,  the  more  fun  it  occasions.)  When  ne  has 
gathered  all,  he  is  to  carry  the  things  tc  one  corner  of  the  room,,  and 
deposit  them,  and  thus  end  his  penance. 

3.    LAUGHING   GAMUT. 

Sing  the  laughing  gamut  without  pause  or  mistake,  thua : 

ha 


ha 

ha 

ha 

ha 

ha 

ha 

ha 

ha 

ha 

ha 

ha 

ha 

ha 

ha 

4. 

THE 

MEDLEY. 

Sing  one  line  of  four  different  songs  without  pausing  between  them. 
It  would  be  well  to  find  four  lines  that  afford  humor,  taken  consecu- 
tively, such  as — 

"  All  round  my  hat." 

"  A  rare  old  plant  is  the  ivy  green." 

"  Sweet  Kitty  Clover,  she  bothers  me  so." 

"In  the  Bay  of  Biscay,  0." 

5.  hobson's  choice. 

Burn  a  cork  one  end,  and  keep  it  clean  the  other.  You  are  then  to 
bo  blindfolded,  and  the  cork  to  be  held  horizontally  to  you.  You  are 
then  to  be  asked  three  times  which  end  you  will  have  ?  If  you  say 
"  Right,"  then  that  end  of  the  cork  must  be  passed  along  your  fore- 
head ;  the  cork  must  then  be  turned  several  times,  and  whichever  end 
you  say  must  next  be  passed  down  your  nose ;  and  the  third  time, 
across  your  cheeks  or  chin.  You  are  then  to  be  allowed  to  see  the 
success  of  your  choice. 

[This  will  afford  capital  fun,  and  should  be  played  fairly,  to  give  the 
person  who  owns  the  forfeit  a  chance  of  escape.  The  end  of  the  cork 
■hould  be  thoroughly  well  burnt.  As  a  joke  for  Christmas  time,  this 
is  perfectly  allowable;  and  the  damp  oorner  of  a  to  we)  or  handker- 


FORFEITS.  95 

chief  win  yet  all  right    It  should  be  allotted  to  a  gentleman,  and  one 
who  has  a  good  broad  and  bare  face.] 

6.    POETIC   NUMBERS. 

Eepeat  a  passage  of  poetry,  counting  the  words  aloud  as  you  pro- 
ceed, thus : 

Full  (one)  many  (two)  a  (three)  flower  (four)  is  (five)  born  (six)  to 
(seven)  blush  (eight)  unseen  (nine)  and  (ten)  waste  (eleven)  its 
(twelve)  sweetness  (thirteen)  in  (fourteen)  the  (fifteen)  desert  (six- 
teen) air  (seventeen) !  This  will  prove  a  great  puzzle  to  many,  and 
afford  considerable  amusement. 


Yawn  until  you  make  several  others  in  the  room  yawn. 

[This  can  be  done  well  by  one  person  who  can  imitate  yawning 
well,  and  it  will  afford  indescribable  mirth.  It  should  be  allotted  to 
one  of  the  male  sex,  with  a  large  mouth,  and  a  sombre  or  heavy  ap- 
pearance, if  such  a  one  can  be  found  in  the  party.] 

8.    THE    BEGGAR 

A  penitence  to  be  inflicted  on  gentlemen  only.  The  penitent  takes 
a  staff,  and  approaches  a  lady.  He  falls  on  his  knees  before  her,  and, 
thumping  his  staff  on  the  ground,  implores  "Charity."  The  lady, 
touched  by  the  poor  man's  distress,  asks  him — "  Do  you  want  bread  ?" 
"  Do  you  want  water  ?"  "  Do  you  want  a  half-cent  ?"  etc.,  etc.  To  all 
questions  such  as  these  the  Beggar  replies  by  thumping  his  staff  on  the 
ground  impatiently.  At  length  the  lady  says,  "  Do  you  want  a  kiss  ?" 
M  these  words  the  Beggar  jumps  up  and  kisses  the  lady. 

9.  THE   PILGRIM. 

llie  Pilgrim  is  very  like  the  Beggar.  A  gentleman  conducts  a  lady 
round  the  circle,  saying  to  each  member  of  it,  if  a  gentleman,  "  A  kiss 
for  my  sister,  and  a  morsel  of  bread  for  me."  If  a  lady,  "  A  morsel 
of  bread  for  my  sister,  and  a  kiss  for  me."  The  bread  is  of  no  particu- 
lar importance,  but  the  kiss  is  indispensable. 

10.  THE   EGOTIST. 

Propose  your  own  health  in  a  complimentary  speech,  and  sing  the 
musical  honors. 

11.    DOT   AND    CARRY   ONE. 

Hold  one  ancle  in  one  hand,  and  wane  round  the  room. 
[This  is  suited  only  to  gentlemen.j 


99  FOKFEITS. 

12.    THE    IMITATION. 

If  a  gentleman,  he  must  put  on  a  lady's  bonnet,  and  imitate  tut 
roice  of  the  lady  to  whom  it  belongs ;  if  a  lady,  then  a  gentleman*! 
hat,  etc.  Sometimes  these  imitations  are  very  humorous.  A  sentence 
often  used  by  the  person  imitated  should  be  chosen. 

13.    GOING    TO    SERVICE. 

Go  to  service ;  apply  to  the  person  who  holds  the  forfeits  for  a  place 
■ — say,  "  as  maid  of  all  work."  The  questions  then  to  be  asked  are : 
*  How  do  you  wash  ?"  "  How  do  you  iron  ?"  "  How  do  you  make  a 
bed?"  "How  do  you  scrub  the  floor?"  "How  do  you  clean  knives 
and  forks?"  etc.,  etc.  The  whole  of  these  processes  must  be  imitated 
by  motions,  and  if  the  replies  be  satisfactory,  the  forfeit  must  be  given 
up. 

14.    KISSING   THE   CANDLESTICK. 

When  ordered  to  kiss  the  candlestick,  you  politely  request  a  lady  to 
hold  the  candle  for  you.  As  soon  as  she  has  it  in  her  hand,  she  is 
supposed  to  be  the  candlestick,  and  you,  of  course,  kiss  her. 

15.  THE   DISAPPOINTMENT 

A  lady  advances  towards  the  penitent,  as  if  to  kiss  him,  and  wheft 
close  to  him,  turns  quietly  round  and  allows  the  expected  kiss  to  bo 
taken  by  her  nearest  neighbor. 

16.  THE   FLORIST'S   CHOICE. 

Choose  three  flowers.  Example :  Pink,  Fuchsia,  and  Lily.  Ttro 
of  the  party  must  then  privately  agree  to  the  three  persons  of  the  for- 
feiter's  acquaintance  to  be  severally  represented  by  the  flowers.  Then 
proceed :  What  will  you  do  with  the  Pink  ?  Dip  it  in  the  water  I 
What  with  the  Fuchsia  ?  Dry  it,  and  keep  it  as  a  curiosity !  With  the 
Lily  ?  Keep  it  until  it  is  dead,  then  throw  it  away  !  The  three  names 
identified  with  the  flowers  are  now  to  be  told,  and  their  fates  will 
excite  much  merriment. 

17.    THE   FOOL'S   LEAP. 

Put  two  chairs  back  to  back,  take  off  your  shoes,  and  jump  ovet 
ihem.  (The  fun  consists  in  a  mistaken  idea  that  the  cluurs  are  to  be 
jumped  over,  whereas  it  is  only  the  shoes  I) 

18.    THE    SIDDL*. 

Guess  the  answer  to  this  Riddle. 


FORFEITS.  97 

It  is  said  there's  a  person  you've  loved  since  a  boy, 
Whose  hand  you  must  kiss  ere  I  give  you  this  toy ; 
It  is  not  your  father,  or  mother,  or  sister, 
Nor  cousin,  or  friend — take  care  not  to  miss,  sir. 

[Hinisel£j 

19.    THE    SECRET. 

This   consists  in  whispering    a    secret    to    each   member  of    ih 
company. 

20.  THE    SCHOLAR'S    "  SPELL."  J 

Spell  Constantinople,  a  syllable  at  a  time.  After  spelling  Con-stan-1  i, 
ail  the  others  are  to  cry  out  "  no,  no,"  meaning  the  next  syllable.  If 
the  trick  is  not  known,  the  speller  will  stop  to  show  no  mistake  has 
been  made,  which  is  another  forfeit;  on  the  contrary,  if  no  stop  13 
made,  the  forfeit  is  restored. 

21.  THE    BLIND    MAN'S    CHOICE. 

The  one  who  is  to  pay  a  forfeit  stands  with  the  face  to  the  wall  j 
one  behind  makes  signs  suitable  to  a  kiss,  a  pinch,  and  a  box  on  the 
ear,  and  then  demands  whether  the  first,  second,  or  third  be  preferred  • 
whichever  it  chances  to  be,  is  given. 

22.    THE  CLOCK. 

A  player  is  condemned  to  transformation  to  a  clock.  lie  stands 
before  the  mantelpiece,  and  calls  a  player  (of  the  opposite  sex)  to  him. 
The  person  thus  called  upon,  asks  the  "  clock"  what  time  it  is.  The 
clock  replies,  whatever  hour  he  likes, — claiming  the  same  number  of 
kisses  as  he  names  hours  of  the  day. 

If  approved  of,  the  player  who  has  asked  the  time  takes  the  place 
of  the  clock,  and  calls  upon  another;  the  original  ceremony  being 
repeated  in  turn  by  all  the  players  of  the  company. 

23.  ariadne's  leopard  :  or,  the  hobby  horse. 

The  penitent,  on  his  hands  and  knees,  is  obliged  to  carry  round  the 
room  a  lady  who  is  seated  on  his  back,  and  whom  all  the  gentlemen 
{"himself  excepted)  are  privileged  to  kiss  in  turns. 

24.  hit  or  miss. 

You  are  to  be  blindfolded,  and  turned  around  two  or  three  times. 
Then  you  are  to  walk  towards  one  of  the  company,  and  the  handker- 
chief is  to  be  taken  off,  that  you  may  see  the  person  you  have  touched. 
Then  you  are  to  kiss  her  hand. 


98  FORFEITS. 

25.    THE    QUIET    LODGER. 

The  person  who  owns  the  forfeit  may  be  called  upon  to  choose  one 
or  two  musical  instruments.  Having  done  so,  he  may  be  requested  v 
mitate  them. 

26.    STOOPS   TO   CONQUER. 

Crawl  around  the  room  on  all  fours  forwards.  Your  forfeit  shal 
hen  be  laid  upon  the  floor,  and  you  must  crawl  backwards  to  it, 
without  seeing  where  it  is  placed. 

27.  the  SOFA. 

The  penitent  places  himself  in  the  same  position  as  for  "Ariadne's 
Leopard,"  that  is  to  say,  on  ail  fours.  He,  however,  remains  station- 
ary, receiving  on  his  back  a  lady  and  a  gentleman,  who  sit  comfortably 
down  and  exchange  a  kiss. 

28.  the  gallant  gardener. 

Compare  your  lady-love  to  a  flower,  and  explain  the  resemblance. 
Thus— 

My  love  is  like  the  blooming  rose, 
Because  her  cheek  its  beauty  shows. 

Or  (facetiously) — 

My  love  is  like  a  creeping  tree — 
She's  alway3  creeping  after  me. 

29.  the  statesman. 

Ask  the  penitent  what  district  he  would  like  to  represent  in  Con- 
gress ;  when  the  selection  is  made,  he  is  to  spell  its  name  backwards, 
without  a  mistake ;  if  he  fail,  he  knows  not  the  requirements  of  his 
constituents,  and  must  lose  his  election. 

30.  TO  BE  AT  THE  MERCY  OF  THE  COMPANY. 

This  consists  in  executing  whatever  task  each  member  of  the  com- 
pany may  like  to  impose  upon  you. 

31.    KISSING    UNDER   THE    CANDLESTICK. 

This  consists  in  kissing  a  person  over  whose  head  you  hold  a  candle- 
stick. 

32.    TO   KISS   YOUR   OWN   SHADOW. 

Place  yourself  between  the  light  and  the  person  you  intend  kissing, 
an  whose  face  your  shadow  will  be  thrown. 


FORFEITS.  99 

33.    TO   KISS    THE    ONE    YOU    LOVE    BEST    WITHOUT   ITS   BEING   NOTICED. 

Kissing  all  the  ladies  in  the  company  one  after  another  without  any 
iistinction. 

34.    THE    TWO    GUESSES. 

Place  your  hands  behind  you,  and  guess  who  touches  them.  You 
are  not  to  be  released  until  you  guess  right. 

The  person  who  owns  the  forfeit  is  to  be  blindfolded ;  a  glass  of 
water  and  a  teaspoon  are  men  to  be  got,  and  a  spoonful  given  alter- 
nately by  the  members  of  the  company,  until  the  person  blindfolded 
guesses  aright. 

35.    THE    EXILE. 

The  penitent  sent  into  exile  takes  up  his  position  in  the  part  of  tne 
room  the  most  distant  from  the  rest  of  the  company — with  whom  he 
is  forbidden  to  communicate.  From  there  he  is  compelled  to  fix  the 
penance  to  be  performed  by  the  owner  of  the  next  forfeit,  till  the 
accomplishment  of  which  he  may  on  no  account  leave  his  place.  This 
may  be  prolonged  for  several  turns.  The  last  penitent,  as  soon  as  he 
has  acquitted  himself  satisfactorily,  takes  the  place  of  the  exile,  and 
passes  sentence  on  the  next. 

36.    THE  "  B  "  HIVE. 

Repeat,  without  stopping,  "  Bandy-Legg'd  Borachio  Mustachio 
"Whiskenfusticus  the  bold  and  brave  Bombardino  of  Bagdad  helped 
Abomilique  Blue  Beard  Bashaw  of  Babelmandeb  to  beat  down  a 
Bumble  Bee  at  Balsora." 

37.  the  TRIO. 
Kneel  to  the  wittiest,  bow  to  the  prettiest,  and  kiss  the  one  you 
dove  the  best. 

38.    ROB   ROWLEY. 

Repeat  the  following  — 

"  Robert  Rowley  rolled  a  round  roll  round, 
A  round  roll  Robert  Rowley  rolled  round, 
Where  is  the  round  roll  Robert  Rowley  rolled  round?" 

39.  the  statue  of  love. 

The  player  who  owns  the  forfeit  cried,  takes  a  candle  in  his  hand, 
Mid  is  led  by  another  to  one  end  of  tho  room,  where  he  must  stand 


ICO  FOKITEITS. 

and  represent  the  Statue  of  Love ;  one  of  the  players  now  walks  np\ 

and  requests  him  to  fetch  some  lady,  whose  name  he  whispers  in 
Love's  ear;  the  Statue,  still  holding  the  candle,  proceeds  to  execute  his 
commission,  and  brings  the  lady  with  him ;  she  in  turn  desires  him  tc 
fetch  some  gentleman,  and  so  it  continues  till  all  have  been  summoned. 
The  players  brought  up  by  Love  must  not  return  to  their  seats,  but 
stand  in  a  group  round  Love's  standing-place,  until  he  has  brought  the 
last  person  in  the  company,  when  they  hiss  him  most  vigorously,  and 
the  forfeit  terminates. 

40.    THE    CIIANCE    KISS. 

The  penitent  takes  from  a  pack  of  cards  the  four  kings  and  the  four 
queens,  shuffles  them,  and,  without  looking  at  them,  distributes  them 
to  a  proportionate  number  of  ladies  and  gentlemen.  The  gentleman 
finding  himself  possessed  of  the  king  of  hearts  kisses  the  lady  holding 
the  queen,  and  so  on  with  the  rest. 

41.    THE    BLIND    QUADRILLE. 

This  is  performed  when  a  great  number  of  forfeits  are  to  be  disposed 
of.  A  quadrille  is  danced  by  eight  of  the  company  with  their  eyes 
blindfolded,  and  as  they  are  certain  to  become  completely  bewildered 
during  the  figures,  it  always  affords  infinite  amusement  to  the  spectators. 

42.    TIIE    TURNED    HEAD. 

This  penalty  should  be  imposed  upon  a  lady.  The  fair  one,  whose 
nead  is  to  be  turned,  is  invested  with  as  many  wrappings  as  possible, 
but  every  cloak,  shawl,  viotorine,  etc.,  is  to  be  put  on  hind  side  before, 
so  as  to  present  the  appearance  of  "  a  turned  head."  She  should  be 
furnished  with  a  muff,  which  she  must  hold  behind  her  as  much  as  pos- 
sible in  the  usual  manner,  but  her  bonnet  must  be  put  on  in  the  proper 
way.  Thus  equipped,  she  must  enter  the  room  walking  backwards, 
and  until  her  punishment  is  at  an  end,  must  continue  to  move  in  the 
game  way. 

43.     THE    KING    OF    MOROCCO    IS    DEAD. 

The  culprit  takes  a  candle  in  his  hand,  and  stepping  forward,  places 
another  in  the  hands  of  a  person  of  a  different  sex;  then  both  march 
to  opposite  sides  of  the  apartment.  They  then  assume  a  mournful  air, 
and  advance  towards  each  other  with  a  slow  and  measured  step.  When 
they  meet  they  raise  their  eyes  to  the  ceiling,  utter  some  words  in  a 
sepulchral  tone,  then,  with  downcast  eyes,  they  march  on,  each  to  take 
the  place  occupied  by  the  othec 


FORFEITS.  101 

This  procedure  iff  lepeated  as  often  as  there  are  phrases  in  the  fol- 
lowing dialogue : — 

The  Gentleman.     Have  you  heard  the  frightful  news  ? 

The  Lady.     Alas ! 

The  Gentleman.     The  King  of  Morocco  is  dead. 

The  Lady.     Alas !  alas ! 

The  G  entleman.     The  King  of  Morocco  is  buried. 

The  Lady.     Alas !  alas !  alas ! 

The  Gentleman.    Alas!  alas!  alas!  and  four  times  alas ! 

He  has  cut  off  his  head  with  his  steel  cutlass ! 

Both  then  march  to  their  places  with  an  air  of  melancholy.  Having 
reached  their  places,  they  run  gaily  to  resume  their  seats  among  the 
company. 

44.  the  yard  of  love  ribbon. 

One  or  more  ya  -ds  of  Love  Ribbon  may  be  inflicted  as  a  penalty. 

He  (or  she)  who  suffers  this  infliction,  must  choose  out  a  lady  (or  a 
gentleman),  lead  her  (or  him)  into  the  middle  of  the  circle,  take  her 
hands  in  his,  extend  them  as  far  as  the  length  of  his  arms  will  permit, 
and  give  (or  receive)  a  kiss  to  (or  from)  the  other.  This  is  repeated 
with  the  same  person  as  often  as  the  number  of  yards  of  Love  Ilibbon 
are  inflicted. 

45.  thf  journey  to  cythere. 

The  person  upon  whom  this  penalty  is  inflicted  leads  another,  of  the 
opposite  sex,  behind  a  screen  or  a  door.  Here  the  gentleman  kisses 
the  lady,  and  touches  any  part  of  her  dress  which  he  may  choose. 

On  their  return  from  the  journey,  they  present  themselves  before 
all  the  company  in  turn,  and  the  gentleman  asks  each  of  them  what 
part  of  the  lady's  attire  he  has  touched.  At  each  mistake  on  their 
part,  he  kisses  that  portion  of  the  lady's  dress  which  has  been  named 
by  them.  If,  at  last,  some  one  of  the  company  guesses  correctly,  he 
kisses  the  lady,  or  if  it  is  a  lady,  she  receives  a  kiss  from  the  gentleman. 

If,  on  the  contrary,  no  one  guesses  rightly,  the  gentleman  names 
aloud  the  part  cf  the  lady's  dress  which  he  has  touched,  and  kisses  the 
lady  unce  more  before  conducting  her  to  her  seat. 

46    love's  arch. 

The  gentleman  'or  the  lady)  upon  whom  ihis  penalty  is  inflicted, 
proceeds  to  take  a  lady  (or  a  gentleman)  whom  he  leads  into  the  middle 


]  02  FORFEITS. 

i*f  the  apartn.ent,  where  both  hold  their  hands  entwined,  and  their 
anas  raised  in  the  form  of  an  arch.  Then  the  lady  names  a  gentleman, 
and  the  gentleman  a  lady ;  the  couple  named  are  to  pass  together 
beneath  Love's  Arch,  but  when  they  have  half  passed  it,  the  arms  fall, 
encircling  them,  and  hold  them  prisoners  until  the  gentleman  has 
snatched  a  kiss.  This  done,  the  arms  are  raised,  the  imprisoned  pah- 
proceed  onward,  then  pause  to  form  a  second  arch ;  the  latter  summon 
a  third  couple,  who  are  forced  to  pay  the  same  tribute  in  passing 
beneath  the  arch ;  and  who  then  advance  to  form  a  third,  and  so  on  as 
long  as  there  are  a  gentleman  and  lady  remaining. 

After  each  pair  of  the  company  has  formed  an  arch,  all  return  to 
their  places. 

47.    THE    CONVENT    PORTER. 

The  person  paying  forfeit  places  himself  at  the  door  of  a  chamber, 
which  he  must  open  and  shut  at  the  proper  moment.  A  gentlem  An 
withdraws  into  this  chamber,  supposed  to  be  the  parlor  of  a  convent. 
When  he  has  entered  and  the  door  is  closed,  he  knocks  softly.  The 
poi  ter  opens  the  door,  and  the  gentleman  whispers  in  his  ear  the  name 
of  the  lady  with  whom  he  desires  an  interview. 

The  porter  then  says  aloud,  "  The  brother  N desires  to  see 

sister  N in  the  convent  parlor.'-'     The  lady  enters,  and  the  door  is 

closed  behind  her.  Some  one  knocks  again,  the  porter  opens  the  door, 
the  gentleman  comes  out,  and  the  lady  names  another  gentleman, 
whom  the  porter  introduces  in  the  same  manner.  This  proceeding  19 
repeated  so  long  as  there  remains  to  be  called  upon  a  person  of  a 
different  sex  from  the  one  last  admitted,  unless  to  abridge  the  ceremony 
some  one  takes  it  into  his  head  to  summon  the  whole  convent  at  once. 
Then  the  porter,  who  under  no  pretext  has  the  right  to  enter,  nor  even 
to  open  the  door  until  some  one  knocks,  can  take  his  revenge  by 
turning  the  key,  and  keeping  the  whole  company  for  a  short  time 
urisoners. 

48.    THE    FACE    01    WOOD. 

The  personage  condemned  to  this  penalty  places  himself  erect,  witl 
h'.s  back  against  a  door.  In  this  position  he  calls  up  a  person  of  a 
different  sex,  who  takes  her  place,  face  to  face  in  front  of  him.  The 
latter  calls  up  a  third,  who  takes  his  position  with  his  back  towards 
her,  and  so  on  with  all  the  compan}r,  care  being  taken  that  the  last 
couple  in  the  file  shall  be  placed  back  to  back. 


FORFEITS.  103 

Then  the  leader  of  the  game  gives  a  signal,  at  which  all  the  company 
must  turn  and  kiss  the  person  in  front  of  whom  this  movement  places 
him. 

The  result  is,  that  the  person  paying  forfeit  finds  himself  in  front  01 
the  Face  of  Wood,  upon  which  he  is  bound  to  bestow  a  kiss  as  tender 
as  those,  the  echoes  of  which  he  hears  repeated  behind  him. 

49.    THE  DECLARATION  OF  LOVE. 

The  gentleman  condemned  to  this  penalty  must  place  himself  upon 
h;s  knees  before  the  lady,  who  is  pointed  out  to  him,  or  whom  he  loves 
the  best,  and  declare  his  passion  for  her  in  impromptu  verses. 

Example. 

In  spite  of  your  coldness. 

I  love  you,  my  dear ; 
If  love  is  a  crime, 

See  the  guilty  one  here. 

50.    THE    COMPARISON. 

As  f  penalty  a  person  is  directed  to  compare  any  of  the  company  to 
some  object  or  other,  and  then  to  explain  in  what  he  resembles  this 
object,  and  in  what  he  differs  from  it. 

A  lady  compares  a  gentleman  to  a  sheet  of  white  paper. 

He  resembles  it  in  the  facility  with  which  he  receives  first  impress 
sions;  he  differs  from  it  in  the  readiness  with  which  he  receives  a 
crowd  of  impressions,  in  succession,  which  efface  each  other  in  their 
turn. 

A  gentleman  compares  a  lady  to  a  clock ;  like  this  piece  of  furniture, 
Bhe  adorns  the  place  which  she  occupies ;  she  differs  from  it  in  render- 
ing us  forgetful  of  the  hours  which  it  recalls. 

51.    THE    EMBLEM. 

It  differs  from  the  comparison  in  this,  that  it  offers  an  intellectual 
resemblance  only  between  the  person  and  the  object. 

A  young  gentleman  names  the  Salamander  as  the  emblem  for  a 
lady.  "  Why  ?"  asks  the  latter.  "  Because  you  live  tranquilly  amid 
the  flames  which  devour  ail  who  approach  you." 

A  lady  gives  a  Well  as  the  emblem  of  a  learned  man  who  is  some- 
what uncommunicative.  "  It  is  deep,"  she  says,  "  but  it  is  necessary 
to  draw  from  it  that  which  it  contains." 


104  FORFEITS. 

52.    THE    SPIR-T    OF    CONTRADICTION. 

To  perform  tins  penalty  it  is  necessary  to  execute  the  reverse  of  the 
orders  received  from  the  company.  Happy  the  man  to  whom  lIjm 
ladies  say,  that  they  do  not  wish  a  kiss  from  him. 

53.    THE    TRIP    TO    COEINTH. 

A  gentleman  holding  a  white  handkerchief  in  his  hand  is  led  around 
the  circle  by  the  person  paying  the  forfeit,  who  holds  in  his  hand  a 
lighted  candle. 

The  gentleman  holding  the  handkerchief  kisses  all  the  ladies  in  turn, 
and  with  an  air  of  great  politeness,  wipes  the  lips  of  his  guide,  who 
remains  an  idle  spectator  of  a  scene  not  a  little  vexatious  to  him. 

54.    KISSES    AT    SECOND    HAND. 

This  penalty  should  be  inflicted  upon  a  lady.  She  who  is  directed  t<\ 
perform  it  chooses  a  female  friend ;  she  then  presents  herself  to  a  gen- 
tleman who  kisses  her,  and  she  then  carries  the  kiss  to  her  companion. 
This  may  be  repeated  as  many  times  as  there  are  gentlemen  in  the 
company. 

55.  SROOT  THE  ROBIN. 

This  is  done  by  blindfolding  the  owner  of  the  forfeit,  and  leading 
him  to  a  part  of  the  room  where  a  sheet  of  paper  or  a  handkerchief 
has  been  pinned  to  the  wall.  He  is  directed  then  to  shout  the  robin, 
which  he  must  do  by  starting  forwards,  extending  his  right  arm,  and 
pointing  his  linger  so  as  to  touch  the  sheet  of  paper.  Whenever  he 
succeeds  in  doing  so,  his  forfeit  is  restored.  His  finger  had  better  be 
blackened  with  a  coal,  or  burnt  cork,  or  something  that  will  leave  a 
nark  on  the  paper. 

56.  THE    STUriD    KISS 

Kiss  both  the  inside  and  the  outside  of  a  reticule,  without  open 'Tig 
?t.  This  can  only  be  done  when  the  drawing-string  of  the  reticule  is 
Rome  distance  from  the  top,  and  when  the  lining  appears  above  it 
When  you  kiss  the  lining  of  the  flups  or  scollops  at  the  top  of  the  reti- 
cule, then  you  maybe  said  to  kiss  the  inside:  or  hang  the  reticule 
against  the  wall,  and  kiss  the  side  that  is  out  \nd  the  side  that  is  in,  or 
next  the  wall 


SRinfrr  (fciing  Amusement 


"White  to  black  and  black  to  white, 
Now  give  the  challenge — wage  the  fight." 


AGON:  OR,  THE  QUEEN'S  GUARDS. 

The  estimation  in  which  the  games  of  Chess  and  Draughts  have  beex 
held  for  years  by  thousands  renders  it  unnecessary  to  offer  any  remarks 
upon  the  advantages  arising  from  games  of  skill,  as  affording  a  health- 
ful and  amusing  intellectual  relaxation. 

Every  one  experienced  in  the  game  of  Draughts  is  aware  that  after 
a  few  moves  it  is  almost  always  possible  to  say  which  player  will  even- 
tually win  the  game;  hence,  first-rate  phvyers,  to  have  the  necessary 
excitement  to  play,  give  the  first  move,  which  to  two  good  players  is, 
in  this  game,  of  importance,  besides  one  or  two  pieces  to  less  experi- 
enced players ;  in  truth,  a  readiness  in  determining  which  player  has 
the  move,  as  it  is  called,  over  any  particular  piece,  furnishes  a  Key  to 
almost  every  variety  which  can  be  made  in  the  game. 

With  respect  to  Chess — "pensive  Chess"  as  a  puet  has  designated  it 
— the  heavy,  forward  step  of  its  Rook,  the   sprig)  tly  skipping  ste»;  of 


106 


WINTER    EVENING    AMUSEMENT. 


its  Knight,  the  solemn  diagonal  rtep  of  its  Bishop,  the  unlimited  step 
of  its  Queen,  the  slow  stately  step  of  its  King,  and  the  short  restrained 
step  of  its  Pawns,  with  the  amazing  variety  of  combinations  thence 
arising,  must  forever  render  the  game  the  favorite  study  and  delight  oi 
the  thoughtful  philosophic  mind  that  can  calmly  contemplate  the  mys- 
terious field,  and  see  order  reign  amidst  seeming  confusion  ;  but  to  the 
ordinary  mind  the  game  must  be  as  a  sealed  book.  A  game  that  may 
occupy  a  medium  state  between  these  two  celebrated  games,  may 
therefore  be  considered  a  desideratum ;  such  a  one,  it  is  presumed,  will 
be  found  in  the  game  of  Agon. 

In  this  game  no  advantage  will  be  obtained  or  lost  by  having  the 
first  move,  and  it  will  be  impossible  for  any  player  to  determine  which 
has  the  advantage  until  the  game  may  be  fairly  considered  to  be  won. 

In  variety  of  situations,  the  game  will  be  found  almost  equal  to  Chess, 
and  from  the  mathematical  figure  of  the  board  (oeing  a  combination  of 
hexagons),  many  symmetrical  figures  and  situations  may  be  devised,  and 
the  game  played  from  these  particular  positions,  thus  affording  an  end- 
less variety  of  amusement. 

DIRECTIONS    FOR    PLATING. 


Each  player  has  seven  pieces,  viz.  one  Queen  and  six  Guards, 
commence  the  game  the  pieces  ar  e  to  be  arranged  as  follows : — 

Put  the  two  Queens  on  two 
opposite  corners,  and  the  Guards 
on  each  side  of  the  Queens,  each 
color  alternate,  with  one  hexagon 
left  vacant  between  each  piece 
(two  hexagons  will  be  vacant 
on  each  side  farthest  from  the 
Queens).     (See  Fig  1  ) 

If  the  players  so  agree,  the 
(tame  may  be  commenced  by 
each  alternately  placing  a  piece 
anywhere  on  the  board,  and  then, 
when  all  the  pieces  are  laid  down, 
each  alternately  moving  forward 
to  obtain  the  middle.  Having 
decided  which  shall  move  first,  f:^1- 

the  players    alternately  move  a  READT  T0  ™-™™<™  TC*  flAWB- 

piece  towards  the  centre,  one  hexagon  at  a  time,  or  ( 


To 


next  nexagoa 


WINTER    EVENING    AMUSEMENTS. 


107 


of  the  same  color,  so  that  the  piece  shall  remain  at  the  same  disiaace 
from  the  centre,  it  not  being  allowed  to  move  a  piece  backward. 

Any  piece,  except  the  Queen, 
being  in  a  position  between  two 
of  the  adversary's,  so  that  the 
three  pieces  form  a  straight  line, 
must  be  taken  off  the  board  for 
the  next  move,  and  put  down 
anywhere  in  the  outer  row.  (See 
Fig.  2.) 

If  the  Queen  should  be  placed 
in  the  position  between  the  ad- 
versary's, so  that  the  three  pieces 
form  a  straight  line,  the  Queen 
must  be  removed  for  the  next 
move,  but  may  be  put  in  any 
place,  being  vacant,  the  playei 
pleases.  (See  Fig.  3.) 
*%'*•  That  player  who  can  first  put 

piece  between  thr  two  ltght  all  the  pieces  in  the  middle,  that 
is,  the  Queen  in  the  centre  and 
the  six  guards  around  her,  wins 
the  game.     (See  Fig.  4.) 

The  players,  being  supposed  to 
be  sitting  opposite  each  other, 
have  the  board  placed  with  two 
corners  right  and  left  of  each, 
and  if  the  pieces  have  been 
placed  as  in  Fig.  1,  the  color  of 
those  pieces  the  Queen  of  which 


taken  by  each  player. 

Two  experienced  players  may 
put  the  pieces  in  a  particular 
position,  symmetrically  or  other- 
wise, and,  each  taking  the  colors 
alternately,  endeavor  to  win  the 
game. 

LAWS  OF  THE  GAME. 

I.  None  but  the  Queens  are  to 
occupy  the  centre. 


rHK  DARK 

ONES  STAMPING  IN  A   RIGHT  LINE  MUST  BE 
PUT  BACK. 


*HF    DARK    QUEEN,    BETNG    IN    A    RIGHT   LINE 
BETWEEN   TWO    LIGHT   PIECES     MUST   RETIRE. 


108 


'JJCTi-R   EVENING    AMITSEME? 


II.  No  piece  must  be  put  between  two  of  the  adversary's, 
ing  in  a  right  line. 

III.  No  piece  must  be  moved 
backwards. 

IV.  Of  two  or  more  pieces 
liable  to  be  put  back  at  one  time, 
the  Queen  must  be  first  moved 
off;  any  others  at  the  player's 
option. 

V.  Any  piece  touched  must 
be  moved,  or  the  move  lost. 

VI.  Should  the  player  put  the 
six  Guards  in  the  middle,  leaving 
out  the  Queen,  such  player  loses 
the  game  by  forfeit,  as  both  are 
prevented  from  accomplishing 
the  ultimatum  of  the  game.  ri^.4. 


>tand* 


HINTS    TO    PLAYERS. 


No  advantage  will  be  gained,  but,  on  the  contrary,  frequently  a  loss, 
by  throwing  back  one  only  of  the  adversary's  pieces,  as  the  piece 
thrown  back  may  be  placed  so  as  more  readily  to  obtain  a  much  better 
position  than  that  thrown  back  from. 

As  no  piece  is  allowed  to  move  backward,  the  Queens  must  not  bo 
moved  into  the  centre  too  hastily,  as  when  there  (having  no  move 
unless  thrown  out)  their  usefulness  is  impaired. 

The  player  should  endeavor  to  obtain  such  a  position  as  to  be  able 
to  throw  back  several  pieces  by  following  moves,  and  then  move  on 
to  the  middle  before  the  adversary  can  overtake  or  get  between  the 
pieces.. 

The  surest  mode  to  win  the  game,  is  to  crowd  the  adversary's  pieces 
as  quickly  as  possible  towards  the  middle,  at  the  same  time  taking  up 
a  nosicion  to  be  able  to  throw  back  all  his  pieces  in  succession,  as  soon 
as  au  opportunity  offers. 

When  a  player  has  the  Queen  in  the  middle,  if  not  able  to  win  the 
game,  he  may  often  re-open  it  by  bringing  a  piece  against  the  aiver- 
sary's,  so  that  if  his  Queen  should  be  thrown  back,  he  may  throw  back 
another  piece  in  return ;  hence,  in  throwing  back  the  Queens,  the 
greatest  caution  is  always  necessary. 

The  player  will  generally  fiiid  it  advantageous  to  have  one  piece  at  a 


WINTER    EVENING    AMUSEMENTS. 


10? 


greater  distance  from  the  centre  than  any  of  the  adversary's ;  it  must 
however,  be  in  a  position  to  get  to  the  middle  when  the  game  is  draw- 
ing to  a  conclusion. 

The  position  shown  in  Fig.  2  is  certain  loss  of  the  game  to  the  dark 
pieces ;  the  light  pieces  having  forced  the  dark  Queen  to  move  into  the 
centre,  will  be  able  to  throw  back  a  dark  piece  every  move,  and  thusf 
win  the  game ;  but  should  the  light  pieces  be  moved  too  early  into  the 
middle,  it  will  be  impossible  to  throw  back  the  dark  Queen  without 
hazarding  the  re-opening  of  the  game. 


AMERICAN  BAGATELLE. 

Although  this  game  bears  the  name  of  Bagatelle,  it  has  scarcely  any 
resemblance  to  that  game,  either  in  the  form  of  the  board,  or  the  skill 
requisite  for  playing.  A  strong  and  a  quick 
hand  are  the  most  necessary  qualifications 
of  the  player.  The  board,  which  is  of  the 
following  form,  has  raised  sides  like  the 
bagatelle  board,  and  contains  within  its 
circumference  nine  flat  pieces  of  ivory  let 
into  the  wood,  on  which  the  numbers  one 
to  nine  are  marked,  in  the  same  order  as 
in  the  holes  of  the  bagatelle  board ;  on 
each  of  these  6pots  a  small  wooden  pin, 
resembling  a  skittle  pin.  is  placed,  that  on 
the  central  spot  being  white.  The  object 
a  of  the  player  is  to  knock  down  as  many  of 

these  pins  as  possible,  that  he  may  count  the  numbers  on  which  they 
stood:  this  he  effects  by  means  of  the  spinner,  a.  Fig.  2,  which  con- 
sists of  a  piece  of  wood  with  a  round  flat  top,  from  which  a  peg  or 
foot  projects :  a  piece  of  string  is  wound  tightly  round 
T,Z'2'  this  peg,  and  passed  through  the  slit  in  the  raised  side 

*  at  one  end  of  the  board,  a,  Fig.  1.     The  spinner  is 

b  fjL^SjRfS  then   pressed  closely   against  the  side   with    the  left 
^Vs^T^^*  hand,  while  the  player,  grasping  the  handle  b,  attached 
to  the  string  in  his  right,  pulls  the  string  forcibly,  and 
with  a  sudden  jerk  ;  the  consequence  is,  the  string  is  unwound  from  the 
spinner,  and  the  latter,  falling  on  the  board,  has  acquired  the  spinning 
motion  a  humming-top  would  have  acauired  under  nearly  similar  cira 


110 


WINTER   EVENING    AMUSEMENT. 


cumstances.  Away  goes  the  spinner  into  the  midst  of  the  pins,  knock- 
ing down  some  and  passing  safely  between  others :  in  the  course  of  its 
evolutions  it  soon  reaches  the  side  of  the  board,  and,  if  it  is  spinning 
with  tolerable  force,  the  instant  it  touches  the  wood  it  flies  off  suddenly 
at  a  tangent,  and  again  dashes  among  the  pins.  The  principal  amuse- 
ment consists  in  watching  the  progress  of  the  spinner,  as  it  bounces 
from  one  side  of  the  board  to  the  other,  and  when  it  appears  about  to 
expire,  it  suddenly  perhaps  starts  forward,  and  wins  the  player  the 
game.  The  game,  as  in  bagatelle,  is  counted  by  adding  together  the 
numbers  marked  on  the  spots  on  which  the  fallen  pins  stood,  and  may 
be  decided  by  one,  two  or  three  spins  from  each  player,  to  be  pre- 
viously agreed  upon. 


MERELLES :  OR,  NINE  MEN'S  MORRIS. 


This  is  an  ancient  English  game,  and  ought  not  to  be  laid  aside ;  so 
we  resuscitate  it  for  the  benefit  of  Young  America.  It  used  to  be 
played  in  England  on  the  ground 
with  stones,  but  may  be  played 
best  on  a  table  in-doors.  The 
form  of  the  Merelle  table,  and 
the  lines  upon  it,  as  it  appeared 
in  the  fourteenth  century,  are 
here  represented.  These  lines 
are  still  the  same.  The  black 
spots  at  every  angle  and  inter- 
section of  the  lines  are  the  places 
for  the  men  to  belaid  upon.  The 
men  are  different  in  form  and 
color,  for  distinction'  sake.  The 
manner  of  playing  is  briefly  thus : 
There  are  two  players;  each  has  nine  men  (either  draughts  or  counters), 
one  set  black  and  the  other  white.  The  pieces  are  to  be  laid  down  by 
the  players  alternately,  the  first  object  of  each  being  to  place  his  pieces, 
so  that  there  may  be  three  in  one  line  (as  on  G,  14,  21 — 4,  5,  G — 10,  11, 
12,  etc.),  and  also  to  prevent  his  adversarv  doing  so.  (The  angles,  as 
18,  21,  24,  are  not  counted  as  one  line.)  When  one  player  succeeds 
in  this,  he  takes  that  one  of  his  adversary's  pieces  from  the  board 
which  he  considers  i.iost  advantageous  to  himself.     All  the  pieces  being 


WINTEK    EVENING.  AMUSEMENTS. 


in 


laid  down  the  game  proceeds,  by  moving  the  pieces  along  the  lines  to 
otner  spots,  each  player's  object  still  being  to  place  his  men,  and  to 
take  the  forfeit  as  before  described ;  he  must  not,  however,  take  either 
of  his  adversary's  which  are  already  in  their  desired  position,  unless  the 
line  become  broken.  The  game  is  decided  by  the  men 
blockaded,  or  being  removed  from  the  board,  as  in  draughts. 


becoming 


The  following  game 
will  elucidate  the  above 
rules.  The  figures  are 
placed  on  the  diagram 
only  for  convenience  of 
notation. 

PLACING  THE  PIECES. 


Thite. 

Black. 

7 

16 

18 

9 

11 

10 

4 

19 

5 

6 

2 

8 

14 

23 

20 

22 

1 

24x1 

THE   MOVES. 

White. 

Black. 

1. 

14  to  15 

10  to 

i 

2. 

11 

10 

19 

n 

3. 

2 

3 

9 

13 

4. 

3 

2 

13 

9 

5. 

18 

13 

16 

17 

6. 

7 

12 

6 

14 

7. 

5 

6 

8 

5 

8. 

12 

7 

9 

8 

9. 

7 

12 

8 

7 

10. 

12 

16 

11 

12 

11. 

10 

11 

7 

8 

12. 

20 

19  x 

14 

8 

9 

13. 

19 

20 

12 

7 

14. 

6 

14  x 

5 

1 

10 

15. 

2 

5 

7 

8 

16. 

14 

6x 

9 

Black  resign*. 

The  diagram  for  the  game  may  be  drawn  upon  a  slate,  or  upon  a 
piece  of  stiff  paper ;  and  wafers  or  colored  papers  may  be  used  wherfi 
&i  better  materials  can  be  found. 


112 


wnmsa  even 


A^:^EMJiXT 


FOX  AND   GEESE. 

This  is  a  game  somewhat  resembling  that  of  "  Merelies,"  in  the  manner 
in  which  the  pieces  are  moved,  but  in  other  respects,  as  well  as  in  ths 


more  numerous,  and  the  dots  of  course  increased,  which  adds  to  the 
number  of  the  moves. 

To  play  this  game,  there  are  seventeen  pieces 
called  Geese,  which  are  placed  as  we  see  them  in 
the  engraving,  and  the  Fox  stands  in  the  middle, 
distinguished  either  by  his  size  or  difference 
of  color.  The  business  of  the  game  is  to  shut 
the  Fox  up  so  that  he  cannot  move.  All  the 
pieces  have  the  power  to  move  from  one  spot  to 
another,  in  the  direction  of  the  right  lines,  but 
cannot  pass  over  two  spots  at  one  step.  The  Fox  tries  to  take  the 
Geese,  which  he  does  by  hopping  over  them,  just  as  if  he  were  a  kins; 
at  draughts. 


There  is  another  method  of  playing  Fox  and  Geese  on  a  chessboard, 
namely,  with  four  white  men,  representing  the  Geese,,  and  or.e  black 
one,  representing  the  Fox. 

The  Geese  are  ranged  on  the  four  white  squares  nearest  one  player 

and  Hie  Fox  may  be  placed  where  his  owner  pleases.  ■    ^    p#>n>*$    i: 

The  best  place  for  him  is  that  marked  in  the  dia-  vV^Hi^i^f 

gram,  as  he  can  manoeuvre  in  a  very  puzzling  way.     j    ;  y~y  Tl'T  i 

The  Geese  can  only  move  forward,  and  the  Fox  LlO^ 

I    r  i 
moves  either  wa}'.     The  object  of  the  Geese  is  to  Uq'Y* 

pen  up  the  Fox  so  that  he  cannot  move,  and  the  Fox  \^3^1jT^Xj7S^ 

has  to  break-  through.  feOQU  Kjj 

If  the  game  is  properly  played,  the  Geese  must  win.  the  secret  being 

to  keep  them  all  in  a  line  as  much  as  possible.     The  Fox  tries  to  prevent 

this  plan  from  being  followed  up ;  and  if  he  can  succeed  in  doubling 

tho  Geese,  or  getting  one  to  stand  before  another,  he  is  nearly  siiif  to 

pass  through  them. 


WTNTEB    EVENING    AMUSEMENTS. 


113 


THE  G-AME  OF  SOLITAIKE. 

Thia  game  is  named  " Solitaire"  because  it  is  played  by  cne  person 
onty.  It  is  supposed  to  have  been  invented  in  America,  by  a  French- 
man, to  beguile  the  wearisomeness  attendant  upon  forest  life,  and  for 
the  amusement  of  the  Indians,  who  pass  much  of  their  time  alonte  at 
the  chase,  often  lying  in  wait  for  their  prey  for  houis  together.  From 
the  children  of  the  forest  this  game  has  become  popular  among  the 
fashionable  circles  in  our  own  country,  and  has  also  passed  into 
Europe  where,  at  the  present  day,  it  is  sufficiently  in  vogue  to  be 
known  and  played  by  all  classes  of  society. 


-10- 


-13- 


-l» 


15- 


-18- 


80- 


-26- 


-31- 


82- 


-34 


-37 


Thi3  game  is  played  with  a  board  pierced  with  thirty-seven  holes,  in 
each  of  which  is  placed  a  small  peg,  with  the  exception  of  one,  which 
is  left  empty ;  thus  there  are  thirty-seven  holes  and  thirty-six  pegs. 

The  above  diagram  points  out  the  place  which  each  hole  occupies  on 
the  board. 

One  peg  takes  another  when  it  can  leap  over  it  into  an  empty  hole 
beyond,  as  the  men  are  taken  in  the  game  of  draughts. 

It  is  necessary,  therefore,  for  the  player  so  to  calculate  his  progress 
that,  at  the  close  of  the  game,  but  a  single  peg  should  be  left  upon  the 
board.  To  accomplish  this  requires  much  more  attention  and  calcula- 
tion than  one  would  at  first  sight  believe. 

We  proceed  to  give  some  examples  of  the  method  by  which  this  may 
be  effected,  which  will  facilitate  the  discovery  of  others  that  may  be 
equally  successful. 


114 


WINTER  EVENING   AMUSEMENT. 


IHX   METHOD   OF    PLATING   THE   GAME    BY    REMOVING    PEG   NO.  1,    AND   TKX 
MINATINQ    BY    PEG    NO.    37. 


Remove  Peg  No.   1 

Fran     3  to  1 

12  to  2 

13  to  3 
1              15  to  13 

4  to  6 

18  to  5 

1  to  11 

31  to  18 

18  to  5 

20  to  7 

3  to  13 


From   33  to  20 

20  to  7 

9  to  11 

16  to  18 

23  to  25 

22  to  20 

29  to  27 

18  to  31 

31  to  33 

34  to  32 

20  to  33 

37  to  27 


From     5  to  18 

18  to  20 

29  to  33 
33  to  31 

2  to  Yi 

8  to  6 

6  to  19 

19  to  32 
36  to  26 

30  to  32 
26  to  36 
35  to  37 


THE   METHOD    OF   PLAYING    THE    GAME    BY    REMOVING   PEG   NO.    37    AND 
FINISHING   BY   PEG   NO.    1. 


Remove  Peg  No.  37 

From  35  to  37 

26  to  36 

25  to  35 

23  to  25 

34  to  32 
20  to  33 
37  to  27 

7  to  20 

20  to  33 

18  to  31 

35  to  25 


From     5  to  18 

18  to  31 

29  to  27 

22  to  20 

15  to  13 

16  to  18 
9  to  11 

20  to  7 

7  to  5 

4  to  6 

18  to  5 

1  to  11 


From   33  to  20 

20  to  18 

18  to  5 
5  to  7 

36  to  26 

30  to  32 

32  to  19 

19  to  6 

2  to  12 
8  to  6 

12  to  2 

3  to  1 


TIIE   METHOD   OF   PLAYING    THE    GAME   CALLED     THE   CURATE    IN   THE   MTDSf 
OF   HIS   FLOCK. 


Remove  Peg  No.  19 

from     6  to  19 

4  to  6 

18  to  5 

6  to  4 

9  to  11 

24  to  10 


From   11  to  9 

26  to  24 
35  to  25 

24  to  26 

27  to  25 
33  to  31 

25  to  35 


From   29  to  27 

14  to  28 

27  to  29 

19  to  21 

7  to  20 

21  to  19 


WINTER  EVENING  AMUSEMENTS. 


11.1 


THE  METHOD  OF  PLAYING  THE  GAME  CALLED  THE  CORSAIR- 


Remove  Peg 

No. 

3 

From     3 

to 

13 

From     4 

to 

17 

Form   lb 

to 

3 

10 

to 

12 

16 

to 

18 

15 

to 

13 

24 

to 

10 

25 

to 

11 

28 

to 

14 

26 

to 

24 

23 

to 

25 

8 

to 

21 

36 

to 

26 

26 

to 

24 

29 

to 

15 

1 

to 

11 

30 

to 

17 

12 

to 

14 

11 

to 

25 

35 

to 

25 

15 

to 

13 

9 

to 

11 

34 

to 

32 

20 

to 

7 

12 

to 

10 

Take  nine  Pegs  of  the  eleven  which  remain  with  the  "  Corsair1'  (which 
is  Peg  No.  2,  and  which  is  taken  afterwards  by  Peg  No.  37),  these  are 
Pegs  Nos.  6,  11,  17,  25,  19,  13,  21,  27,  32,  Peg  37  to  35. 

THE   METHOD    OF   PLAYING   THE    GAME    CALLED    THE    TRIPLET. 


Remove  Peg  No. 

19 

From 

31 

to 

18 

From 

22 

to 

20 

from     6    to 

19 

19 

to 

17 

8 

to 

21 

10    to 

12 

16 

to 

18 

32 

to 

19 

19     to 

6 

30 

to 

17 

28 

to 

26 

2    to 

12 

21 

to 

19 

19 

to 

32 

4    to 

6 

7 

to 

20 

36 

to 

26 

17    to 

19 

19 

to 

21 

34 

to 

32 

When  two  persons  play  together  with  two  separate  boards,  or  alter- 
nately with  one,  the  player  who  leaves  upon  the  board  the  fewest 
isolated  pags  is  the  winner. 


THB~  END. 


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Blartine's  Manual  of  Etiquette  and  Perfect  Letter-Writer. 

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Broad  Grins  of  the  Laughing  Philosopher.    This  book  h  f&l 

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AJiyn's  Bitual  of  Freemasonry.  Containing  a  complete  Key 
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Opening  and  Closing   the    Lodge 

each  Dcaree. 
Calling  Off  and  calling  On. 
Calling  the  Lodge  Up  and  Down. 


The  Entire  Ccremmdrs  of  Initiating, 
(Passing  and  liaising  Candidates. 

The  Lectures  all  liitually  artd  Mon- 
iiorially  Complete. 


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Duncan's  Masonic  Bitual  and  Monitor;   or,  Guide  to  the 

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the  uninitiated,  as  to  furnish  a  Guide  to  the  Younger  Members  of  the  Order 
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Richardson's  Monitor  of  Freemasonry.    A  eotoplete  Guide 

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Courtship  Made  Easy ;  or,  The  Art  of  Making  Love  Fully 

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How  to  Talk  and  Debate ;  or,  Fluency  of  Speech  Attained 

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Day's  Conversation  Cards.  A  New  and  Original  Set,  com- 
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Chesterfield's  Letter-Writer  and  Complete  Eook  of  Eii- 

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at  the  dinner  table,  in  the  parlor,  and  in  the  street ;  with  important  hints 
on  introduction,  conversation,  etc 12  cts. 

Eow  to  Win  and  How  to  Woo.     Containing  "Rules  for  the  Eti- 

Jueite  of  Courtship,  with  directions  showing  how  to  win  the  faver  of  the 
jadies,  how  to  be^in  and  end  a  Courtship,  and  how  Love-Letters  should  b» 
written 15  cts. 


Popular  Song  Books  sent  Free  of  Postage.    Price  Ten  Cents  each. 

NEW  SONG   BOOKS. 

Ti;is  list  of  So7ig  Books  contains  fill  kinds  of  Songs,  embracing  Love.  Senti- 
mental. Ethiopian.  Scotch,  Irish.  Convivial,  Comic,  Patriotic.  Pathetic  and 
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Plantation  Scenes,  Irish,  Dutch  and  Yankee  Stories,  Comic  Bee ita lions,  Con- 
undrums and  Toasts. 

Harry  Richmond's  My  Young  Wife  and  I  Songster 10  ct-:. 

K*.  ry  Robinson's  Don't  You  Wish  You  Was  ile  Songster 10    " 

Johnny  Wild'sWhat  Am  I  Doing  Songster ]0    '• 

Buell's  Ku-Klux-Klan  Songster 10    " 

Frank  Kern's  Pretty  Little  Dear  Songster 10   " 

Hairy  Richmond's  Xot  For  Joseph  Songster 10   " 

Drive  Reed's  Sally  Come  Up  Songster 10   " 

The  Rootle-'Pam  Tootle-Tum  Tay  Songster 10   " 

Sam  Slick's  Yankee  Songster 10    " 

Champagne  Charley  Songster 10    " 

Jenny  Engel's  Dear  Little  Shamrock  Songster 10    " 

Billy  Emerson's  Xew  Comic    Songster 10    " 

Berry's  Laugh  and  Grow  Fat  Songster 10    '" 

Tonv  Pastor's  Bowery  Songster  ..." 10    " 

Tony  Pastor's  Water-Fall  Songster 10   " 

Tony  Pastor's  414  Combination  Songster 10    " 

Tony  Pastor's  Opera-House  Songster 10    " 

Tony  Pastor's  Carte  De  Visito  Songster 10    " 

Tony  Pastor's  Great  Sensation  Songster 10    " 

Tony  Pastor's  Own   Comic  Vocalist 10   " 

Tony  Pastor's  Comic  Irish  Songster 10    " 

Tony  Pastor's  Comic  Songster 10    " 

Tony  Pastor's  Union  Songster 10   " 

Paddy's  the  Boy  Songster 10    " 

Bonny  Dundee  Songster , 10   " 

Will  Carleton's  Dauuj  Pat  Songster 10   " 

Billy  Emerson's  ~N"ancy  Fat  Songster 10    " 

Hooter's  Opera-  House  Songster 10   " 

Sam  Sharpley's  Iron-Clad  Songster 10    " 

Joe  English's  Comic  Irish  Songster 10   " 

Rodey  Maguire's  Comic  Variety  Songster 10    '* 

Harry  Pell's  Ebony  Songster 10  " 

Frank  Brewer's  Black  Diamond  Songster 10    " 

Frank  Converse's  Old  Cremona  Songster 10    " 

Is' else  Seymour's  Big  Shoe  Songster.. 10   " 

The  Lannigan's  Ball  Songster 10    " 

Tom  Moore's  Irish  Melodies 10    " 

Billy  Holmes'  Comic  Local  Lyrics 10   " 

Fiittie  Stewart's  Comic  Son sjster 10    " 

Christy's  Bones  and  Banjo  Songster 10   " 

George  Christy's  Essence  of  Old  Kentucky 10   " 

Christy's  New  Son  if  ster  and  Black  Joker 10  " 

The  Convivial  Songster 10  " 

Heart  and  Home  Songster 10    " 

Jlob  Hart's  Plantation  Songster 10   " 

Billy  Birch's  Ethiopian  Songster 10    " 

The  Sh amrock;  or.  Songs  of  Ireland 10   " 

Harrison's  Comic  Songster 10   " 

The  Camp-Fire  Song  Book 10    " 

The  Charley  O'Malley  Irish  Songster 10    " 

Fred  May's  Comic  Irish  Songster 10   " 

The  Love  and  Sentimental  Songster 10   " 

The  Irish  Boy  and  Yankee  Girl  Songster 10    " 

The  Frisky  Irish  Songster 10  ,: 

Gus  Shaw's  Comic  Songster 10    " 

Wood's  Minstrel  Song  Book 10    " 

Wood's  Now  Plantation  Melodies 10  M 


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Walker's  Rhyming',  Spelling1  and  Pronouncing  Dictionary 

of  the  English  Language.    Contaii5 


T.  The  whole  Language  arranged  ac- 
cording to  ite  terminations. 

II.  Every  Word  explained  and  di- 
vided -into  Syllables,  exactly  as  pro- 
nounced. 

ILL  Multitudes  of  Words,  liable  to  a 
double  pronunciation,  fixed  in  their 
true  sound  by  a  Rhyme. 


IV.  Many  of  the  most  difficult  Words 
rendered  easy  to  be  pronounced,  by 
being  classed  according  to  their  end- 
ings. 

V.  Numerous  classes  of  Words  ascer- 
tained in  their  pronunciation,  by 
distinguishing  them  into  perfect, 
neatly  perfect  and  allowable  Rhymes 


To  which  is  added    critical  and    practical  Observations    on    Orthography 

Syllabication.  Pronunciation,  an  Index  of' Allowable  Rhymes,  with  Author 

•    ifcies  for  their  usage,  etc.      Royal  12mo,  700  pages a>3.0  J 

Book    of  Household  Pets.      Containing  valuable  instructions 

about  the  Diseases.  Breeding,  Training  and  Management  of  the  Canary, 
Mocking  Bird,  Brown  Thrash  or  Thrasher,  Blue  Bird,  Yellow  Bird.  Scarlet 
Tanager,  Bobolink,  Baltimore  Oriole,  European  Black  Bird,  Blue  Jay.  Bine 
and  Yellow  Macaw,  Carolina  Parrakeet,  Cockatoo,  G-reen  and  Gray  Parrot, 
ami  the  rearing  and  management  of  all  kinds  of  Pigeons  and  Fancy  Poultry, 
Rabbits,  Squirrels.  Guinea  Pigs,  White  Mice  ai.d  Dogs;  together  with  a 
Comprehensive  Treatise  on  the  Principle  and  Management  of  tin  Salt  and 
Fresh  Water  Aquarium,  with  instructions  how  to  make,  lay  the  foundation, 
and  stock  the  Tank.  Illustrated  with  123  fine  wood-cuts. 
Bound  in  boards,  cloth  back 50  ct3. 

Chesterfield's  Art  of  Letter- Writing  Simplified.    A  Guide  to 

Friendly,  Affectionate,  Polite  and  Business  Correspondence.  Containing  a 
collection  of  valuable  information  relative  to  the  Art  of  Letter- Writing, 
■with  clear  instructions  how  to  begin  and  end  Correspondence,  Rules  for 
Punctuation  and  Spelling,  etc..  with  numerous  examples  of  Letters  and 
Notes,  with  several  important  hints  on  Love-letters 15  cts. 

The  Life,  Crime  and  Capture  of  John  Wilkes  Booth.   With 

a  full  Sketch  of  the  Conspiracy  of  wluJi  he  was  the  Leader,  and  the  Pur- 
suit, Trial  and  Execution  of  his  Accomplices,  together  with  an  original 
Poem  on  Abraham  Lincoln.  By  George  Alfred  Townsend,  a  Special  Cor- 
respondent. Illustrated  on  the  cover  with  a  fino  portrait  of  the  Assassin 
and  also  containing  Plans,  Maps,  etc.     Octavo 25  CtS 

The  Hindoo  Fortune-Teller  and  Oracle  of  Destiny.    Con. 

taining  Ten  Methods  of  Telling  Fortunes  with  Cards,  a  complete  system  of 
Fortune  Telling  with  Dice,  together  -with  Sixty-seven  Good  and  Bad 
Omens,  with  their  interpretation 15  ct3. 

The    Combination    Fortune-Teller    and    Dictionary    oi 

Dreams.  A  Comprehensive  Encyclopedia  explaining  all  the  different 
methods  extant  by  which  good  and  evil  events,  are  foretold,  containing  4'KV 
pages,  and  illustrated  with  numerous  engravings  and  two  large  colored 
lithographs.    16mo,  cloth $1.25. 

the  Play-Ground ;  or,  Out-Door  Games  for  Boys.    A  Boofe 

of  Healthy  Recreations  for  Youth,  containing  over  a  hundred  Amusements, 
including  Games  of  Activity  and  Speed,  Games  with  Toys,  Marbles,  Tops, 
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10,000  Wonderful  Things.  Comprising  the  Marvelous  and 
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The  French  Wine  and  Liquor  Manufacturer.     A  Practical 

Guide  and  Receipt  Book  for  the  Liquor  Merchant.  Being  a  clear  and  com- 
prehensive  Treatise  on  the  Manufacture  aud  Imitation  of  Brandy,  Hum, 
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trated with  descriptive  diagrams  and  engravings.  Adapted  forthe  Use  and 
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Essences,  Flavorings,  Colorings,  Saucos,  Catsups,  Pickles,  Preserve?, 
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French  chemist,  Lacour,  of  Bordeaux.  We  would  advise  all  who  aro  con- 
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TALES  OF  NEW  YORK  LIFE. 

The  Widow's  Walk;  or,  The  Mystery  of  Crime.  By  Eugene 

Sue.  With  numerous  illustrations.  This  is  one  of  M.  Sue's  ingenious  talcs 
of  the  mysteries  of  every-day  life  iu  a  great  city.  In  the  course  of  this  great 
romance!  Sue  (while  he  adds  much  to  the  interest  of  the  plot)  exposes  the 
causes  which  drive  so  many  thousands  of  the  men  of  Paris  to  gambling, 
robbery  and  the  galleys,  and  women  to  the  Morgue 25  Cts. 

The  Midnight  Queen ;    or,  Leaves  from  New  York  Life. 

This  is  a  no  .v  Novel,  by  the  gifted  author  of  "The  Quaker  City,"  whick 
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the  Gaming  Tables,  and  every  other  place  of  amusement  in  the  Great 
Metropolis,  receive  due  attention 25  Cts. 

Julia  Mansfield;   or,  The  Fate  of  an  Amhiticn.3  Mother. 

We  scarcely  know  of  a  novel  more  interesting  than  this.  The  persecutions 
of  poor  Julia  by  the  wicked  Colonel  Campbell,  and  the  old  hag,  Molly  Mor- 
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Caroline  Tracy,  the  Milliner's  Apprentice ;  or,  Life  in  New 

York  among  the  Lofty  and  Lowly.  Being  the  Romantic  Adventures  of 
a  Youna;  Girl  in  New  York  during  3847  and  1848. 


Young  Girl  in  New  York  during  3847  and  1848.  This  is  a  spirited  ro- 
mance of  New  York  Life,  and  exposes  some  of  the  mysteries  of  this  great 
city ko  cts. 


The  Matricide's  Daughter.  A  tale  of  the  events  which  oc- 
curred in  the  city  of  New  York  twenty  years  ago.  This  is  a  story  of 
thrilling  interest,  containing  a  narrative  of  a  mysterious  crime  and  its  con- 
sequences. It  introduces  the  reader  into  all  sorts  of  queer  company— from 
that  of  a  forger,  to  the  smart,  but  unscrupulous  lawyer 25  cts. 

Ellen  Grant',  or,  A  Woman's  Revenue.     This  is  a  singular 

and  deeply  interesting  story  of  life  in  New  York.  The  plots  and  wicked 
schemes  of  Doctor  Boyden,  alias  Frank  Dumont,  and  Old  Mother  Trott, 
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sufficient  dramatic  interest  to  make  up  a  dozeu  novels  25  Cts. 

Whom  to  Marry,  and  How  to  get  Married;  or,  The  Ad- 
ventures of  a  Lady  in  Search  of  a  Hushand.    By  one  who  hw  refused 

Twenty  Offers,  some  from  Ministers.  This  livelv  and  entertaining  story 
was  printed  by  us  fifteen  or  sixteen  years  ago,  and  we  then  sold  about  fifty 
thousand  copies 25  cts. 

The  Orphan  Seamstress.    By  the  author  of  a  Caroline  Tracy." 

This  narrative  of  events  in  New  York  alludes  to  incidents  vrhich  every 
newspaper  reader  must  remember 25  cts. 

Clarence  Bolton.    A  New  York  story,  with  city  life  in  all  its 

phases.  This  is  one  of  those  fascinating  tales  of  city  life  that  gives  an  in- 
sight into  every  class  of  society 25  Cts. 

Grace  Weldont   or,  The  Pretty  Milliner.    This  is  a  story 

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irho  desires  to  read  a  lively  story  should  not  fail  to  get  this  work. .  ■[  5  cti. 


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—  fortunes 

by  the  Lady  s  Love  Oracle.  How  to  foretell  the  Sex  of  Children.  How  to 
tell  any  Person's  Age.  To  know  who  your  future  Husband  will  be  and 
how  soon  you  will  be  Married.  How  to  tell  Future  events  with  Cards  Dice 
Tea  and  Coffee  Grounds,  Eggs,  Apple  Parings  and  the  Lines  of  the  Hand' 
Hlustrated  with  wood  engravings.    144  pages.     Pound  in  boards. . .  .40  Cts. 

Fontaine's  Golden  Wheel  Dream-Book  and  Fortune-Teller 

Being  the  most  complete  book  on  Fortune  Tellinc  and  Interpreting 
Dreams  ever  printed.  This  book  informs  you  how  to  Tell  Fortunes  witu 
the  Golden  Wheel,  Cards,  Bice  and  Ifomiuoes;  how  to  find  where  to  die  for 
water,  with  the  celebrated  Divining  PvOD  ;  together  with  Twenty  Wars  of 
Telling  Fortunes  on  New  Year's  Eve.  It  is  illustrated  with  engravings'  and 
contains  a  large  Colored  Lithographic  Engraving  of  the  Golden  Wheel 
which  tolds  up.    144  pages,  bound  in  boards 40  cts', 

Pettengill's  Perfect  Fortune-Teller  and  Dream-Book;  or, 

The  Art  of  Discerning-  Future  Events.  Tins  is  a  most  complete 
Fortune-Teller  and  Dream-Book.  It  is  compiled  with  great  care  from  au- 
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losophy, etc.,  etc.  Among  the  subjects  treated  of,  are— Casting  Nativities 
by  the  Stars,  Telling  Fortunes  by  Lines  on  the  Hand,  bv  Moles  on  the 
Body,  by  Turning  Cards,  by  Questions  of  Destiny,  by  Phvsical  Appearances, 
by  the  Day  of  Eiuth,  etc.    A  book  of  144  pages.    Bound  in  boards.  ..40  cts. 

Mother  Shipton's  Fortune-Teller;  or,  Future  Fate  Fore- 
told by  the  Planets.  Being  the  900  Answers  of  Pythagoras  to  the  Ques- 
tions of  Life's  Destiny.  Derived  from  the  Mystic  Numbers  and  Letters  of 
the  Planets.  Containing  the  Emblematical  and  Mystical  Wheel  of  Fortune 
andFate,  colored.     115  pages,  paper  covers 30  cts. 

Mother  Shipton's  Oriental   Dream-Book.    Being  a  reliable 

interpretation  of  Dreams,  Visions,  Apparitions,  etc.  Together  with  a  His 
tory  of  Remarkable  Dreams,  proven  true  as  interpreted.  Collected  and  ar- 
ranged from  the  most  celebrated  masters.     1 6mo,  paper  covers 30  Cts. 

The  Everlasting  Fortune-Teller  and  Magnetic  Dream- 
Bonk.  Containing  the  Science  of  Foretelling  Events  by  the  Signs  of  the 
Zodiac  ;  Lists  of  Lucky  and  Unlucky  Days  ;  List  of  Fortunate  Hours ;  the 
Science  of  Foretellin«-  Events  bv  Cards,  Dice,  Dominoes,  etc.;  the  Scienca 
of  Foretelling  anvthing  in  the  Future  by  Dreams;  and  also  containing  Na- 
poleon's Okacuiatm  ;  or,  The  Book  of  Fate 30  cts. 

Mother  Csrev's  Dream-Book  and  Fortune-Teller.  Contain- 
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tionarv;  the  Science  of  Palmistrv.  or  telling  Fortunes  by  the  Lines  of  the 
Hand-  how  to  tell  a  Person's  "  Character  by  a  list  of  Lucky  and  Unlucky 
days  and  hours;  how  to  tell  with  Cards  which  of  Three  Ladies  has  the 
best  Husband.    Mathematical  Tables  for  telling  any  Person's  Age.  .15  Cts. 

Aristotle's  Book  of  Fate  and  Dictionary  of  Dreams.  Con- 
taining Dreams  and  their  Interpretations ;  the  Signification  of  Moles  on 
Men  and  Women  ;  one  hundred  and  eighty-seven  Weather  Omens ;  Hy- 
men's Lottery  and  Aristotle's  Oraculum,  or  Book  of  Fate 15  Cts. 

Frtp  jfcnrri+im.  D~eam-"Book  and  Fortune-Teller.  Contain- 
ing an  Alphabetical  list  of  Dreams,  with  their  signification  and  their  lucky 
numbers.  Illustrated  frith  explanatory  din  grams.  "Boards,  cloth  back. 40  cts. 


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Tambo's  End-Men's  Minstrel  Gags.    Containing  some  of  the 

best  jokes  and  repartees  of  the  most  celebrated  "burnt  cork  "performers 
of  our  day.  Tambo  and  Bones  in  all  sorts  and  manner  of  scrapes.  Also 
containing  a  rich  collection  of  Ballads,  humorous  and  pathetic,  Darkey 
Dialogues,  Sketches,  Plantation  Scenes,  Eccentric  Doings,  Humorous 
Lectures,  Laughable  Interludes,  Huge  Africanisms,  Burlesque  Stump 
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amateur.     Everything  new  and  rich.    Paper  covers ...  ..30cts 

Bound  in  boards,  with  cloth  back 50  cts 

Tony  Denier's  Parlor  Tableaux,  or  Living  Pictures.  C©n- 

taihing  about  eighty  popular  subjects,  with  plain  and  explicit  directions 
for  arranging  the  stage,  dressing-rooms,  lights,  full  description  of  cos- 
tumes, duties  of  stage  manager,  properties  and  scenery  required,  and  all 
the  necessary  directions  for  getting  them  up.  Among  the  contents  there 
are  nine  tableaux  for  male  and  an  equal  number  for  female  characters 
only.  A  great  number  of  them  introduce  groups  of  boys,  and  many  more 
groups  of  girls  only;  others  again  introducing  both;  and  still  more  in 
which  entire  classes  can  take  part.  Everything  is  stated  in  a  plain,  simple 
manner,  so  that  it  will  be  easily  understood;  everything  like  style  or  un- 
necessary show  has  been  avoided.  For  public  or  private  entertainment, 
there  is  nothing  which  is  so  interesting  as  the  tableau.    Price. . .  .25  Cts 

Tony  Denier's  Secret  of  Performing  Shadow  Pantomimes. 

Showing  how  to  get  them  up  and  how  to  act  in  them;  with  full  and  con- 
cise instructions  and  numerous  illustrations.  Also  full  and  complete 
descriptions  of  properties  and  costumes. 

CONTENTS. 


Introduction;  Shadow  Bluff,  or, 
Who's  Who  ?  Tooth  Drawing  Extra- 
ordinary j  Amputation  like  Winking ; 
The  Haunted  House;  We  Won't  Go 
Home  till  Morning;  Jocko,  or  the 
Mischievous  Monkey;  The  Madcap 
Barber;  Cribbage,  or,  The  Devil 
among  the  Cards;  The  Lover's  Strat- 
agem; The  Game  of  Base  Ball;  Regu- 


lar Hash,  or,  The  Boarding-House 
Conspiracy;  The  Mechanical  Statue; 
The  African  Serenaders;  The  Model 
Prize  Fight;  The  Magic  Cask,  or,  The 
Industrious  and  Idle  Apprentice; 
The  Tragical  Duel,  or,  The  Comical 
Rivals;  Old  Dame  Trot  and  her 
Comical  Cat. 

Price 25  Cts 


Barmby's  Plays  for  Young  People.  With  Songs  and  Cho- 
ruses, suitable  for  Private  Theatricals.  By  J.  Barmby,  B.  D.,  late  fellow 
of  Magdalen  College,  Oxford.  The  music  adapted,  arranged  and  partly 
composed  by  T.  Rogers,  M.  A.,  of  New  College,  Oxford.  This  is  a  capital 
collection  of  original  Musical  Plays,  or  Operettas,  mainly  in  burlesque 
style  and  entirely  in  rhyme;  irresistibly  comical  m  expression,  elegant 
in  construction,  and  perfectly  free  from  even  an  approach  to  anything 
objectionable,  or  calculated  to  offend  the  most  fastidious.  It  includes 
the  vocal  score  and  piano  accompaniment  to  all  the  songs,  duets  and 
choruses  introduced,   making  it  complete  in  itself,  both  in  text  and 

music.    201  pages,  illuminated  paper  cover 30  Ct3 

Board  cover ,. 50  Cts 

Burton's  Amateur  Actor.  A  complete  guide  to  Private  Theat- 
ricals ;  giving  plain  directions  for  arranging,  decorating  and  lighting  the 
Btage;  with  rules  and  suggestions  for  mounting,  rehearsing  and  per- 
forming all  kinds  of  Fays,  Parlor  Pantomimes  and  Shadow  Pantomimes. 
Illustrated  with  numerous  engravings,  and  including  a  selection  of 
original  Plays,  with  Prologues,  Epilogues,  etc.    16mo,  illuminated  paper 

cover 30  cts 

Bound  in  boards, -^th,  cloth,  bjvefc.  , ,,,,-.  -'   -0U  CW 


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READINGS  AND  ^RECITATIONS.   " 

Kavanaugh's  Juvenile  Speaker.     For  very  Little   Bovs 

and  Girls.  Containing  short  and  easily -learned  Speeches  and  DiaWueV 
expressly  adapted,  for  School  Celebrations,  Mav-Day  Festivals  aid  S£ 
Chddren  s  Entertainments.  Embracing  one  hundred  and  twenty-three  effec- 
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Bound  m  boards,  cloth  back A   v  ka     . 

oO  cts. 

*  Dick's  Series  of  Recitations  and  Readings,  Nos.  ltolO  Com- 
prising a  carefully  compiled  selection  of  Humorous,  Pathetic  Eloauent 
patriotic  and  Bcnttmeutal  Pieces  in  Poetry  and  Prose,  exclSy  des^ned 
for  Recitation  or  Heading.    Edited  by  Win.  B  Dick.    Each  number of  th« 

50  cts. 

Beecher's  Recitations  and  Readings.    Humorons,  Serious, 

Dramatic  .including  Prose  and  Poetical  Selections  in  Dutch,  Yankee,  Irish 

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Bound  in  boards,  cloth  back....:.......... 50    ts" 

Howard's  Recitations.     Comic,  Serions  and  Pathetic.    Being 

a  collection  of  fresh  Eecitations  in  Prose  and  Poetry,  suitable  for  Exhibf. 

turns  and  Evening  Parties.    18u  pages,  paper  covers.. .  30  cts 

Bound  in  boards,  cloth  back..... 7. ;_50  cts! 

Spencer's  Book  of  Comic  Speeches  and  Humorous  Recita- 
tions. _A  collection  of  Comic  Speeches,  Humorous  Prose  and  Poetical 
Eecitations,  Laughable  Dramatic  Scenes  and  Eccentric  Dialect  Stories. 

19-J  pages,  paper  covers 3q  „+- 

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Wilson's  Book  of  Recitations  and  Dialogues.  Containing  a 

choice  selection  of  Poetical  and  Prose  Eecitations.  Designed  as  an  Assist- 
ant to  Teachers  and  Students  in  preparing  Exhibitions. 

188  pages,  paper  covers 30  cts* 

Bound  in  boards,  with  cloth  back 50  cts. 

Barton's  Comic  Recitations  and  Humorous  Dialogues.   A 

variety  of  Comic  Eecitations  in  Prose  and   Poetry,  Eccentric  Orations 

and  Laughable  Interludes.     J  80  pages,  paper  covers 30  Cts. 

Bound  in  boards,  with  cloth  back 50  cts. 

Brudder  Bones'  Book  of  Stump  Speeches  and  Burlesque 

Orations.    Also  containing  Humorous  Lectures,  Ethiopian  Dialogues,  Plan- 
s''   tation  Scenes,  Negro  Farces  and  Burlesques,    Laughable  Interludes  and 

Comic  Eecitations.     3  88  pages,  paper  covers 30  cts. 

Bound  in  boards,  illuminated 50  Cts. 

fertine's  Droll  Dialogues  and  Laughable  Recitations.   A 

collection  of  Humorous  Dialogues,  Comic  Eecitations.  Brilliant  Burlesques 

and  Spirited  Stump  Speeches.    188  pages,  paper  covers 30  cts. 

Bound  in  boards,  with  cloth  back 50  Cts. 

WE  WILL  SEND  A  CATALOGUE  containing  a  complete  list 
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will  send  us  their  address.    Send  for  one. 

DICK  &  FITZGERALD,  Publishers, 


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DIALOGUE    BOOKS. 

Graham's  School  Dialogues  for  Young  People.     Being  a 

new  and  original  collection  of  Dialogues  intended  for  Anniversaries  and 
Exhibitions,  carefully  prepared  and  well  calculated  to  develop  dramatic 

talent.    176  pages,  illuminated  paper  cover 30  cts 

Bound  in  boards,  cloth  back 50  Ct3 

McBride's  Temperance  Dialogues.    Designed  for  the  use  of 

Schools,  Temperance  Societies,  Bands  of  Hope,  Divisions,  Lodges  and 
Literary  Circles.  Introducing  Yankee,  Dutch,  Irish,  Negro  and  other 
dialect  characters.  By  H.  Elliott  McBride.  183 pages,  paper  cover.  .30  Ct3 
Bound  in  boards,  cloth  back 50  Cts 

McBride 's  Humorous  Dialogues.  -A.  collection  of  New  Dia- 
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cover 30  CtS 

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McBride's  Comic  Dialogues.     A  collection  of  twenty-three 

Original  Humorous  Dialogues,  especially  designed  for  the  display  of 
Amateur  dramatic  talent,  and  introducing  a  variety  of  sentimental, 
sprightly,  comic  and  genuine  Yankee  characters,  and  other  ingeniously 
developed  eccentricities.    By  H.  Elliott  McBride.     180  pages,  illuminated 

paper  covers 30  CtS 

Bound  in  boards,  cloth  back 50  CtS 

McBride 's  All  Kinds  of  Dialogues.  A  collection  of  twenty- 
five  Original,  Humorous  and  Domestic  Dialogues,  introducing  Yankee, 
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Performances.    180  pages,  illuminated  paper  covers 30  Cts 

Bound  in  boards,  cloth  back 50  CtS 

Holmes'  Very  Little  Dialogues  for  Very  Little  Folks.  Con- 
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comprehension  of  very  young  children.     Paper  covers 30  Cts 

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Frost's  Dialogues  for  Young  Folks.  A  collection  of  thirty- 
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between  the  ages  of  ten  and  fourteen  years.    Paper  covers 30  CtS 

Bound  in  boards,  cloth  back 50  CtS 

'Frost's  New  Book  of  Dialogues.  Containing  twenty-nine  en- 
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the  ages  of  twelve  and  fifteen  years.    180  pages,  paper  covers 30  cts 

Bound,  in  boards,  cloth  back 50  Cts 

Frost's  Humorous  and  Exhibition  Dialogues.  This  is  a  col- 
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Bound  in  boards 50  cts 

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DICK  &  FITZG-ERALD,  Publishers, 

Box  2975,  NEW  YORK. 


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AMATEUR  THEATRICALS. 

All  the  plays  in  the  following  excellent  books  are  especially  designed 
for  Amateur  performance.  The  majority  of  them  are  in  one  act 
and  one  scene,  and  may  be  represented  in  any  moderate-sized  par- 
lor, without  much  preparation  of  costume  or  scenery. 

Kavanagh's  Humorous  Dramas  for  School  Exhibitions  and 

Private  Theatricals.  This  collection  of  Dramas  are  all  original,  and 
were  written   expressly  for  School  and  Parlor   performance.      Paper 

covers 30  Ct3 

Bound  in  boards • 50  CtS 

Barmby's  Musical  Plays  for  Young  People.    Suitable  for 

Private  Theatricals.  These  Plays  are  in  Burlesque  style  and  entirely  in 
Rhyme  ;  they  are  irresistably  Comical  in  expression,  and  elegant  in  con- 
struction.  Each  Pla  y  includes  the  Vocal  Score  and  Piano  Accompaniment 
to  all  Songs,  Duets  and  Choruses  introduced,  making  it  complete  in  it- 
self, both  in  text  and  music.    201  pages,  paper  covers 30  cts 

Bound  in  boards 50  CtS 

Parlor  Theatricals;  or,  Winter  Evenings'  Entertainment. 

Containing  Acting  Proverbs,  Dramatic  Charades,  Drawing- Room  Panto- 
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Amateurs.    Illustrated  with  engravings.    Paper  covers 30  Cts 

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Howard's  Book  of  Drawing-Room  Theatricals.  A  collec- 
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for  performers  of  one  sex  only.     186  pages,  paper  covers 30  CtS 

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Hudson's  Private  Theatricals.  A  collection  of  fourteen  hu- 
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only,  and  three  are  for  females.    180  pages,  paper  covers .30  cts 

Bound  in  boards,  with  cloth  back 50  cts 

Nugent's  Burlesque  and  Musical  Acting  Charades.  Con- 
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Frost's  Dramatic  Proverbs  and  Charades.  Containing  eleven 

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covers 30  Cts 

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Frost's  Parlor  Acting  Charades.    These  twelve  excellent  and 

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brilliant  repartee  and  amusing  situations.  182  pages,  paper  covers .  .30  CtS 
Illuminated  boards 50  cts 

Frost's  Book  of  Tableaux  and  Shadow  Pantomimes.  A  col- 
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Bound  in  boards,  with  cloth  back r , £q  cft 


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Dick's  Original  Album  Verses  and  Acrostics. 

Containing  Original  Yerses 


For  Autograph  Albums; 
To  Accompany  Bouquets; 
For  Birthday  Anniversaries; 
For  Wooden,  Tin,  Crystal,  Silver  and 
Golden  Weddings; 


For  Album  Dedications; 
To  Accompany  Philopena  Forfeits; 
For  Congratulation; 
For    Valentines   in    General,    and    aU 
Trades  and  Professions. 


It  contains  also  Two  Hundred  and  Eighteen  Original  Acrostic  Verses,  the 
initial  letters  of  each  verse  forming  a  different  Lady's  Christian  name, 
the  meaning  and  derivation  of  the  name  being  appended  to  each.  The 
primary  object  of  this  book  is  to  furnish  entirely  fresh  and  unhackneyed 
matter  for  all  who  may  be  called  upon  to  fill  and  adorn  a  page  in  a  Lady's 
Album ;  but  it  contains  also  new  and  appropriate  verses  to  suit  Birthday, 
Wedding,  and  all  other  Anniversaries  and  Occasions  to  which  verses  of  Com- 
pliment or  Congratulation  are  applicable.  Paper  covers.  Price.  .50  cts. 
Bound  in  full  cloth "     .  .75  cts. 

The    Debater,   Chairman's    Assistant,    and 

Rules  of  Order.  A  manual  for  Instruction  and  Reference  in 
all  matters  pertaining  to  the  Management  of  Public  Meetings 
according  to  Parliamentary  usages.     It  comprises  : 

How  to  Form  and  Conduct  all  ki'nds  of 
Associations  and  Clubs; 

How  to  Organize  and  Arrange  Public 
Meetings,  Celebrations,  Dinners,  Pic- 
nics and  Conventions; 

Forms  for  Constitutions  of  Lyceums  or 
Institutes,  Literary  and  other  Societies; 

The  Powers  and  Duties  of  Officers,  with 
Forms  for  Treasurers',  Secretaries' , 
and  other  Official  Reports; 

The  Formation  and  Duties  of  Commit- 
tees; 

The  Work  is  divided  into  different  Sections,  for  the  purpose  of  Consecutive 
Instruction  as  well  as  Ready  Beference,  and  includes  all  Decisions  and 

Rulings  up  to  the  present  day.    Paper  covers 30  cts. 

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Dick's  Ethiopian  Scenes,  Variety  Sketches 

and  Stump  Speeches.     Containing  End-Men's  Jokes, 


Rules  of  Order,  and  Order  of  Business, 

with  Mode  of  Procedure  in  all  Cases. 

How  to  draft  Resolutions  and  other 
Written  Business; 

A  Model  Debate,  introducing  the  greatest 

.  possible  variety  of  points  of  order,  with 
correct  Decisions  by  the  Chairman; 

The  Rules  of  Order,  in  Tabular  Form, 
for  instant  reference  in  all  Cases  of 
Doubt  that  may  arise, enabling  a  Chair- 
man  to   decide    on  all  points  at  a 


Negro  Interludes  and  Farces; 

Fresh  Dialogues  for  Interlocutor   and 

Banjo; 
New  Stump  Speeches; 
Humorous  Lectures; 


Dialect  Sketches  and  Eccentricities; 
Dialogues  and  Repartee  for  Interlocutor 

and  Bones; 
Quaint  Burlesque  Sermons; 
Jokes,  Quips  and  Gags. 


It  includes  a  number  of  Amusing  Scenes  and  Negro  Acts,  and  is 
full  of  the  side-splitting  vagaries  of  the  best  Minstrel  Troupes 
in  existence,  besides  a  number  of  Original  Eecitations  and 
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Dick's  Dutch,  French  and  Yankee  Dialect 

Recitations.  An  unsurpassed  Collection  of  Droll  Dutch 
Blunders,  Frenchmen's  Funny  Mistakes,  and  Ludicrous  and 
Extravagant  Yankee  Tarns,  each  Kecitation  being  in  its  own 
peculiar  dialect.  To  those  who  make  Dialect  Eecitations  a 
speciality,  this  Collection  will  be  of  particular  service,  as  it  con- 
tains all  the  best  pieces  that  are  incidentally  scattered  through 
a  large  number  of  volumes  of  "  Eecitations  and  Readings,"  be- 
sides several  new  and  excellent  sketches  never  before  published. 

170  pages,  paper  cover 30  cts. 

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Dick's  Irish  Dialect  Recitations.    A  carefully 

compiled  Collection  of  Eare  Li  a  Stories,  Comic,  Poetical  and 
Prose  Eecitations,  Humorous  Letters  and  Funny  Eecitals,  all 
told  with  the  irresistible  Humor  of  the  Irish  Dialect.  This  Collec- 
tion contains,  in  addition  to  new  and  original  pieces,  all  the  very 
best  Eecitations  in  the  Irish  Dialect  that  can  be  gathered  from 
a  whole  library  of  "  Eecitation"  books.  It  is  full  of  the  sparkling 
witticisms  and  queer  conceits  of  the  wittiest  nation  on  earth ; 
and,  apart  from  its  special  object,  it  furnishes  a  fund  of  the 
most  entertaining  matter  for  perusal  in  leisure  moments. 

170  pages,  paper  cover 30  cts. 

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Worcester's  Letter-Writer  and  Book  of  Busi- 
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rate Directions  for  Conducting  Epistolary  Correspondence,  with 
270  Specimen  Letters,  adapted  to  every  Age  and  Situation  in 
Life,  and  to  Business  Pursuits  in  General ;  with  an  Appendix 
comprising  Forms  for  "Wills,  Petitions,  Bills,  Eeceipts,  Drafts, 
Bills  of  Exchange,  Promissory  Notes,  Executors'  and  Adminis- 
trators'  Accounts,  etc.,  etc.  This  work  is  divided  into  two 
parts,  the  portion  applicable  to  Ladies  being  kept  distinct  from 
the  rest  of  the  book,  in  order  to  provide  better  facilities  for 
ready  reference.  The  Orthography  of  the  entire  work  is  based 
on  "Worcester's  method,  which  is  coming  more  and  more  into 
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spelling.    216  pages.    Bound  in  boards,  cloth  back. ...  50  cts. 


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JSIrs.  Partington's  Carpet-Bag  of  Fun,    A  collection  of  over 

1,000  of  the  most  Comical   Stories,  Amusing  Adventures,   Side-Splitting 
Jokes,    Cheek-extending  Poetry,   Funny  Conundrums,   Queer  Sayings  of 
Mrs.  Partington,   Heart-Rending  Puns,  Witty  Repartees,  etc.    The  whola 
illustrated  by  about  150  comic  wood-cuts. 
12mo,  300  pages,  ornamented  paper  covers  ...* 75  cts. 

Harp  of  a  Thousand  Strings;  or,  Lauvhter  for  a  Life- time, 

A  book  of  nearly  400  pages  ;  bound  in  a  handsome  gilt  cover ;  crowded  full 
of  funny  stories,  besides  being  illustrated  with  over  200  comic  engravings, 
by  Darley,  MeLennan,  Bellew,  etc ••Sl.SO 

Chips  from  Uncle  Sam's  Jack-Knife.    Illustrated  with  over 

100  Comical  Engravings,  and  comprising  a  collection  of  over  500  Laughable 
Stories,  Funny  Adventures.  Comic  Poetry,  Queer  Conundrums,  Terrific 
Puns  and  Sentimental  Sentences.    Large  octavo 25  Cts. 

Fox's  Ethiopian  Comicalities.  Containing  Strange  Savings, 
Eccentric  Doings,  Burlesque  Speeches,  Laughable  Drolleries  and  Eunny 
Stories,  as  recited  by  the  celebrated  Ethiopian  Comedian 10  cts. 

Ned  Turner's  Circus  Joke  Book.     A  collection  of  the  best 

Jokes,  Bon  Mots,  Repartees,  Gems  of  Wit  and  Eunny  Sayings  and  Doings 
of  the  celebrated  Equestrian  Clown  and  Ethiopian  Comedian,  ZSTed  Tur- 
ner  10  cts. 

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Jokes  and  Conundrums,  interspersed  with  "Witty  Sayings  and  Humorous 
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tor.  10  cis. 

Ned  Turner's.  Clown  Joke  3ook.    Containing  the  best  Jokes 

and  Gems  of  "Wit,  composed  and  delivered  by  the  favorite  Equestrian  Clown, 
Ned  Turner.    Selected  and  arranged  by  G.  E.  C 10  cts. 

Charley  White's  Joke  Book.    Containing  a  full  expose  of  all 

the  most  laughable  Jokes.  "Witticisms,  etc.,  as  told  by  the  celebrated 
Ethiopian  Comedian,  Charles  "White 10  cts. 

Black  Wit  and  Darky  Conversations.     By  Charles  White. 

Containiag  a  large  collection  of  laughable  Anecdotes,  Jokes,  Stories,  Witti- 
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Martine's  Hand-Book  of  Etiquette  and  Guide  to  True 

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Why  do  some  colors  fade,  and  others 

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Why  is  the  sky  blue  ? 


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termed  "  a  point"? 
Why  do  birds  often  roost  upon  one  leg  ? 
Why  do  frogs  keep  their  mouths  closed 
jwhile  breathing  ? 
Why  aoes  i'ne  wren  build  several  nests, 

but  occupy  only  one  ? 


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The  American   Boy's  Book  of  Sports  and 

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"Trump's"  American  Hoyle ;  or,  Gentleman's 

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Checkers,  Backgammon.  Billiards 
Dominoes,  and  a  hundred  othet 
games. 


*** 

*    * 

+    4- 

♦ 

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Spayth's  American  Draught  Player ;  or,  The 

Theory  and  Practice  of  the  Scientific  Game  oi  Checkers. 

Simplified  and  Illustrated  with  Practical  Diagrams.  Containing 
upwards  of  1,700  Games  and  Positions.  By  Henry  Spayth. 
Fifth  edition,  with  over  two  hundred  Correction?  and  Im- 


provements. Containing :  The  Standard  Laws  of  the  Game- 
Full  Instructions— Draught  Board  Numbered— Names  of  the 
Games,  and  how  formed"— The  "  Theory  of  the  Move  and  its 
Changes''  practically  explained  and  illustrated  with  Diagrams — 
Playing  Tables  for  Draught  Clubs— New  Systems  of  "Numbering 
the  Board— Prefixing  Signs  to  the  Variations— List  ©f  Draught 
Treatises  and  Publications  chronologically  arranged. 
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Sent  Free  of  Postage  on  Receipt  of  Price. 

Sut  Lovingood.     Yarns  spun  by  "  A  Nat  ral  Born 

Durn'd  Fool."    "Warped  and  "Wove  for  Public  "Wear  by  George 
"W.  Hf^ris.     Illustrated  with  eight  fine  full  page  engravings, 


from  designs  by  Howard.  It  would  be  difficult,  we  think,  to 
cram  a  larger  amount  of  pungent  humor  into  300  pages  than  will 
be  found  in  this  really  funny  book.  The  Preface  and  Dedication 
are  models  of  sly  simplicity,  and  the  24  Sketches  which  follow 
are  among  the  best  specimens  of  broad  burlesque  to  which  the 
genius  of  the  ludicrous,  for  which  the  Southwest  is  so  distin- 
guished, has  yet  given  birth.     Cloth,  gilt  edges; $1.50 

How  to  Conduct  a  Debate.    A  Series  of 

Complete  Debates, 

Outlines  of  Debates,  and 

Questions  for  Discussion. 
In  the  complete  debates,  the  questions  for  discussion  are  defined, 
the  debate  formally  opened,  an  array  of  brilliant  arguments 
adduced  on  either  side,  and  the  debate  closed  according  to  par- 
liamentary usages.  The  second  part  consists  of  questions  for 
debate,  with  heads  of  arguments,  for  and  against,  given  in  a 
condensed  form  for  the  speakers  to  enlarge  upon  to  suit  their 
own  fancy.    In  addition  to  these  are 

A  Large  Collection  of  Debatable  Questions. 
The  authorities  to  be  referred  to  for  information  are  given  at  the 
close  of  every  debate.  By  Frederic  Rowton. 

232  pag^es,  paper  50  ct&- 

Bound  in  boards,  cloth  back 75  ct& 


Sent  Free  of  Postage  on  Kcrcipt  of  Price. 

The  Secret  Out;  or,  1,000  Tricks  with  Cards, 

and  Other  Recreations.  Illustrated  with  over  300  engravings. 
A  book  which  explains  all  the  Tricks  and  Deceptions  with  Play- 
ing Cards  ever  known,  and  gives,  besides,  a  great  many  new 
ones.  The  whole  being  described  so  carefully,  with  engravings 
to  illustrate  them,  that  anybody  can  easily  learn  how  to  perform 
c  them.  This  work  also  contains  240  of  the  best  Tricks  of  Leger- 
demain, in  addition  to  the  Card  Tricks. 


SYNOPSIS  OF  CONTENTS. 


PART  L— Tricks  with  Cards  performed 
by  skillful  Manipulation  and  Sleight 
of  Hand. 

Part  II. — Tricks  performed  by  the  aid 
of  Memory,  Mental  Calculation  and 
the.  Peculiar  Arrangement  of  the 
Cards. 

Part  III.— Tricks  with  Cards  per- 
formed by  the  aid  of  Confederacy 
and  sheer  Audacity. 

Part  IV. — Tricks  performed  by  the 
aid  of  Inqenious  Apparatus  and 
Prepared  (Jards. 

Part  V.— Tricks  of  Legerdemain,  Con- 
juring, Sleight  of  Hand  and  other 
Fancies,  commonly  called  White 
Magic. 


Part  VI.— Tricks  in  White  Magie, 
performed  by  the  aid  of  Ingenious 
Contrivance  and  Simple  Apparatus. 

Part  VIL — Natural  Magio,  or  Recre- 
ations in  Science,  embracing  Curious 
Amusements  in  Magnetism,  Mechan- 
ics, Acoustics,  Chemistry,  Hydrau- 
lics and  Optics. 

Part  VIII.— J.  Curious  Collection  of 
Entertaining  Experiments,  Amus- 
ing Puzzles,  Queer  Sleights,  Includ- 
ing the  Celebrated  Science  of  Second 
Sight,  Recreations  in  Arithmetic, 
and  Fireside  Games  for  Family  Pas- 
time, and  other  Astonishing  Sclera 
tific  Paradoxes  and  Attractive 
Amusements. 


The  Secret  Out  is,  by  all  odds,  the  most  curious  book  that  has 
been  published  in  many  years,  and  lays  bare  the  whole  machinery 
of  magic,  and  with  a  simplicity  so  perfect  that  nobody  can  fail 
to  become  a  domestic  magician  in  a  week,  with  very  little  study 
and  practice.  Such  is  the  unerring  process  of  instruction  adopted 
in  this  volume,  that  no  reader  can  fail  to  succeed  in  executing 
every  Trick,  Experiment,  Game,  etc.,  set  down,  if  he  will  at  all 
devote  his  attention,  in  his  leisure  hours,  to  the  subject ;  and, 
as  every  trick  with  cards  known  will  be  found  in  this  collection, 
it  may  be  considered  the  only  complete  work  on  the  subject  ever 
published.    400  pages,  bound  in  cloth,  gilt u ..$1.60 


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